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The human eye only sees sharp detail in a tiny central spot; the rest is blurry peripheral vision.

Some headsets track where you look and render only that spot in full detail. What is this called?

Foveated rendering
Foveated rendering pairs eye-tracking with graphics so only your gaze point is drawn at full resolution, slashing GPU load. The blurry periphery is rendered coarsely, which you barely notice because peripheral sharpness is naturally low.

Foveated rendering tracks exactly where the eye's fovea, the tiny sharp-vision spot, is pointed, then renders only that area in full detail while the periphery is drawn coarser. Since the eye can't perceive fine detail outside that narrow spot anyway, this saves a huge amount of graphics work without noticeable loss in sharpness.

Ray tracing simulates how light rays bounce to create realistic reflections, unrelated to eye position. Anti-aliasing smooths jagged edges, also unrelated to tracking where someone looks.

Foveated rendering is one reason some VR headsets can push higher resolution overall without needing a far more powerful GPU, since compute is concentrated where the eye is actually looking instead of being spent evenly across the whole image.

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