Monoscopic rendering to aid in easing hardware constraints and boost FPS in demanding games

Epic is working on a system in Unreal where only nearby objects are rendered stereoscopically, and anything farther away are monoscopic (with an adjustable blend region I guess). It does sound like a winner solution.

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Its already being done on all mobile VR platforms, just not on PC for some reason. It is a winner solution for sure, especially with the demands Pimax places on GPUs.

A full monoscopic mode wouldn’t be a bad idea.

But can be done at headset driver level? If my game calculates both 3D views, what gain do I expect from displaying only one?

A game might need to be patched, but then again, maybe not. Many games that render in Stereo already use hacks to do it faster, like lens matched shading. It could probably be handled in the driver.

Aren’t today VR games using the single pass stereo, supported by Unreal and Unity, and managed at driver-level by VRWorks?

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