I'd really like to know what the experience is like of using it, both for games and something like video.
I'd really like to know what the experience is like of using it, both for games and something like video.
Linus the shrill/yappy poodle and his channel are less than worthless IMO.
(If I move my head closer it gets larger, further and it gets smaller)
It could really push the boundaries of detail and efficiency, if we could somehow do it real-time for something that complex. (Streaming video sounds a lot easier)
While there are some recent'ish extensions to do variable-rate shading in rasterisation[0], this isn't variable-rate visibility determination (well, you can do stochastic rasterisation[1], but it's not implemented in hardware), and with ray tracing you can do as fine-grained distribution of rays as you like.
TL;DR for foveated rendering, ray tracing is the efficiency king, not rasterisation. But don't worry, ray tracing will eventually replace all rasterisation anyway :)
[0] https://developer.nvidia.com/vrworks/graphics/variableratesh...
[1] https://research.nvidia.com/sites/default/files/pubs/2010-06...