Abstract

Foveated rendering (FR) is a technique for virtual reality (VR) that adapts the image quality to the user’s eye fixation. The content within the user’s eye fixation appears in high quality, the peripheral area in lower quality. The technique exploits the fact that the eye, the retina, in particular, has its highest density of light-sensing cells in the center, the so-called fovea. All other areas are covered with less density. Eye tracking is essential for foveated rendering since one needs to be able to determine the user’s fixation. Although FR is a promising technique to reduce computer performance requirements, it is unclear whether it has an impact on the user’s task performance, primarily when one uses VR as a training tool. Theoretically, the technique is invisible. However, its implementation depends on several parameters and technical hardware limitations. We conducted a study to see whether or not these limitations distract the user and reduce his/her training performance. The results indicate that the user notices the technique. However, s/he does not care, and the performance difference is insignificant, except for some outliers caused by technical eye tracking limitations.

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