Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Feature request] DYNAMIC foveated rendering with PSVR2 #271

Closed
randomVRguy opened this issue Aug 8, 2024 · 1 comment
Closed

[Feature request] DYNAMIC foveated rendering with PSVR2 #271

randomVRguy opened this issue Aug 8, 2024 · 1 comment

Comments

@randomVRguy
Copy link

randomVRguy commented Aug 8, 2024

I know this is a bit of speculation, but still: Do you see a chance to somehow enable the PSVR2's eye tracking hardware for the purpose of DFR in UEVR? This combination (UEVR with PSVR2 using DFR) would be a blast.

The reason I'm bringing this up here is the following. From a logical point of view, the eye tracking in PSVR2 must be accessible on the PC. Why? First, Sony can neither use the adapter box nor the headset itself to disable it somehow, because you can take a random PSVR2 and connect it directly to a PC via a VirtualLink port (RTX2000 series / RX 6|7000 series).
Secondly, you can switch with the headset between PS5 and PC at any time. And at PS5, the ET "suddenly" works. So the signal has to be present at the cable all the time and is therefore theoretically accessible.
The only way Sony could disable it on purpose is via their SteamVR app, so just software-wise. Or, perhaps more likely, they didn't disable anything and just didn't provide the feature to save some effort.

@praydog
Copy link
Owner

praydog commented Aug 8, 2024

Duplicate issue #44, #254

@praydog praydog closed this as not planned Won't fix, can't repro, duplicate, stale Aug 8, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants