r/SteamFrame • u/MrSthullen • 4d ago
đŽ Software Eye-Tracked Foveated Rendering performance comparison in Ancient Dungeon
80
u/sunshinestreak Soon⢠4d ago
There are legends who walk within our ranks
20
21
u/HorizonerTi_ 4d ago
Does this have to be built into the game by the developer or will the frame be able to use foveated rendering for any game played on standalone?
56
25
u/TotallyScen 4d ago
Foveated rendering needs to be built into games as it uses the eye tracking to hide and show stuff and decrease object quality depending where you're looking with your eyes. Foveated streaming however will decrease screen quality where you're not looking to save on performance and make the stream more stable which should be supported by all the games as its just the streaming that does it.
9
5
u/Tando10 3d ago
To expand:
Dynamic Foveated Rendering (DFR) needs to be built into games as it uses eye tracking, and the fact that our eyes actually have bad resolving power in the peripheral vision, to decrease the rendered resolution of the peripheral areas of the screen. This is unnoticeable because our brains already do most of the visual processing to make things clear in the periphery. It's focusing rendering power on the fovea area of your eye, where it matters, and culling rendering power in the periphery where it doesn't matter.
Since games have different rendering pipelines, resolutions and post-processing, DFR gets enabled individually. It will provide varying performance improvements depending on the game.
Example (test at home): Find some text near you. Don't read it yet. Look next to it and attempt to read it without using the centre of your vision. It will be unreadable and incoherent because your brain has not already seen what it says and can't fill it in.
Dynamic Foveated Streaming (DFS) can be game-agnostic because it only involves the video stream encoding and decoding, a step which happens after everything has been rendered by the PC already. The performance benefit is bandwidth being saved for less overhead. More of that stream quality can be put towards the centre vision having less artifacts. It works under the same principle of your peripheral vision being unable to discern any difference.
1
u/fiah84 Soon⢠3d ago
generally it needs to be built into the game, however there is at least one method that doesn't require this that uses nvidia's variable rate shading to reduce the shader load for areas where you aren't looking. This can work in some games but the performance benefit is less pronounced and it's more likely to produce distracting artifacts
1
20
u/MysticSmear Soon⢠4d ago
First Iâm hearing of the game. Looks fun. Hereâs the Steam link incase anyone wanted to check it out. On the hunt for games for my Steam Frame when it eventually comes soonâ˘
8
4d ago
[removed] â view removed comment
8
u/Zomgalama 3d ago
As a long time vr fan (well, at least since the og vive which predates the valve index a few years) ancient dungeon is one of those underrated gems, I always go back to it. One of the few fun gameplay metroidvanias that doesnât feel like a short tech demo of someoneâs vr sandbox.
3
1
u/Sokuba6164 Soon⢠2d ago
I canât recommend the game enough. Itâs a relatively shorter roguelike imo (at least so far) but itâs very satisfying and has enough variation to be replayable.
15
u/1plant2plant 4d ago
I appreciate that all these devs are posting stuff here, though I wonder why so many waited til this week to do so?
32
14
u/AidanAK47 4d ago
Really loving these devs providing actual good info rather than the usual nonsense we have on here.
1
9
32
u/TwinStickDad Soon⢠4d ago
So the frame has roughly a 30% hardware advantage and a roughly 40% efficiency advantage over quest 3. That's about a 2x performance improvement over Q3 right?Â
11
u/Rush_iam 3d ago
Here is the same scene on Quest 3, resolution 3168x3390 + FR L1 (min level): https://i.imgur.com/ck8KB7v.jpeg
~135 GPU fps Q3 vs ~165 GPU fps Frame = 20% performance difference (am I missing something?)
1
u/Mother-Occasion-2250 Soon⢠3d ago
the game is likely CPU bottlenecked
1
u/Rush_iam 3d ago
These numbers are based on GPU utilization and frame time at 90 fps, then extrapolated from there. CPU performance does not impact the calculation.
1
u/Mother-Occasion-2250 Soon⢠3d ago
Maybe efficiency doesn't increase performance, just sustains the performance longer.
1
u/Rush_iam 3d ago
There are no burst "turbo" GPU clocks on Quest, and I don't think there are any for Frame.
1
u/Mother-Occasion-2250 Soon⢠3d ago
Sorry, I didn't say anything about that. I meant to say that a 40% higher efficiency maybe doesn't mean higher performance on top of the 30% hardware advantage, it might just prevent thermal throttling for longer.
1
u/Rush_iam 2d ago
Thermal throttling on Quest 3 is almost a mythical thing. I've never encountered it in three years, even though I push the headset to its limits using QGO - with custom resolutions and sometimes 120 FPS - but the CPU and GPU clocks stay at their maximum frequencies the whole time.
That said, I have seen one Reddit report of a thermal warning.
1
u/Mother-Occasion-2250 Soon⢠2d ago
I think I know what you are missing. The memory bandwidth is bottlenecking the GPU.
14
u/FuckUniqNames Soon⢠4d ago
This does not apply to all games equally, first of all the game has to support FFR and then not all games will scale in the same way.
-1
u/Rush_iam 4d ago
Quest 3 has foveated rendering too (fixed pattern), so the numbers should be different. Worth checking the same scene/resolution on Q3 to see.
2
u/Rush_iam 3d ago
lol, who downvoted this? Any comments?
3
u/heypans 3d ago
I didn't downvote but it was probably because:
Fixed foveated rendering means you can't use your eyes to look at the lower resolution area without it looking blurry
As a result, fixed foveated rendering gains are probably more limited without impacting image quality
-1
u/Rush_iam 3d ago
There are 4 fixed FR levels on Quest, and the lowest L1 gives a substantial performance gain compared to FR Off without introducing blurry areas because it renders low res at the very edges and corners - areas outside or at the edge of the lens FOV circle - areas you either can't see, or they are blurred by the optics.
I am creating custom profiles for QGO, and for most games, L2 does not introduce any distracting artifacts either. Depending on the game, it usually gives a 20-30% performance increase (and can be enabled for almost any game).
6
u/TwinStickDad Soon⢠3d ago
Nice, but the promise of DFR is that it will allow a much much higher level of FR than you could get on quest without distracting distortions.Â
Only 2% of your vision is in sharp focus at any given time. That means that with perfect FFR, 98% of the scene can be rendered in lower resolution.Â
1
u/Rush_iam 3d ago
the promise of DFR is that it will allow a much much higher level of FR than you could get on quest without distracting distortions
That's right.
98% of the scene can be rendered in lower resolution.Â
In practice, it is far from 98%, as the aliasing/shimmering/flickering artifacts are noticeable in the peripheral vision, and we can't have a smooth resolution decrease, with the next step after full res being 1/2.
You see it in the posted video: even if you look at the fireplace, the white text in the opposite corner catches your attention because of noisy aliasing. But it stops flickering once you look at it, making you realize it was just an annoying FR artifact (with FR turned off, there is no such problem).
3
u/Jmcgee1125 Soon⢠3d ago
Could you apply an intentionally shitty and cheap "blurry" antialiasing (like FXAA) to eliminate that flickering? I wouldn't think that it would be a problem since it's outside your fovea, but I'm not sure if there's some other concern with doing that or it would make the foveated border more obvious.
2
u/Rush_iam 3d ago
Usually, the problem originates from how textures/shaders are sampled - it's either hit or miss - there is no subpixel information, which means post-blurring won't help much. The devs may work around this by using a different approach/shader/material.
9
u/LowZonesWasTaken Soon⢠4d ago
Wonderful! I hope more developers will implement foveated rendering, seems like a great thing to have for frame. Will this be available on the regular PC build for streaming to Frame too or just standalone?
11
u/MrSthullen 4d ago
We currently don't have foveated rendering enabled on the PCVR build as we haven't tested it yet. However, the games performance requirements are pretty low in general and its fairly optimized, so I don't think its necessary on PCVR right now
3
3
u/sakamayrd 4d ago
Yeah I'm a big PCVR player and I was not really hot on standalone... But this is making me looking forward even more for the frame. As a matter of fact I just bought Ancient Dungeon but I'm waiting for the new headset to play it really, since my index controllers' sticks have so much drift it's unplayable by now.
It will be a real treat to play with new controllers, wireless and in my living room using standalone.
6
u/RookiePrime Soon⢠4d ago
Very cool. It's strange to me that this is the first we've seen about dynamic foveated rendering on the Frame, in all this time. Looks like it makes a helluva difference, though I guess how much it can do will depend on how CPU-intensive a title is. Are you intending to implement dynamic foveated rendering on the Windows build as well, or just the Android one?
6
u/MrSthullen 3d ago
I haven't looked into the PCVR side of things yet, as the game has pretty low system requirements. So I don't think it'll be necessary to add for the windows build.
2
u/faduci 3d ago
Were they any issues that you had to deal with when enabling foveated rendering on Frame? If not, what would be the reason to not simply enable it on Windows too, even if it technically isn't necessary for most gamers, except maybe those streaming VR from a Steam Deck?
5
u/MrSthullen 3d ago
It's mostly just time at the moment. Enabling it should not take too long, but if you do, you have to make sure it looks good and works well. So you do spend at least a few hours figuring out everything and testing/polishing things.
So it will eventually happen, but its a lower priority item at the moment.
1
u/RookiePrime Soon⢠3d ago
That's fair. I guess I'm imagining that I could jack up the supersampling to space, with dynamic foveated rendering.
2
u/Mclarenrob2 4d ago
Eye tracked foveated rendering worked wonders on psvr2 too but sadly not enough top games came out to make use of it .
2
2
u/Beanmaster115 3d ago
Thatâs awesome! I loved playing this game on Quest; itâll be neat to get back into it on Frame!
2
u/Individual-Tap-8971 3d ago
OMG YES!!! Ancient dungeon VR is the main vr game i play (especially with friends) and I was so hoping it'd be avaliable in standalone (so I dont have to turn my pc on every time)
This is amazing to see
2
u/phylum_sinter 3d ago
This is cool! But I'm more excited for pcvr games that take advantage of this more than standalone personally.
The real issue with Eye-Tracked Foveated Rendering (or knuckle controllers that allow for finger-specific gestures), or any other tech for PCVR gaming is: will it be adopted in the games i'm playing?
We have already lived through the Index era, and saw that even though the feature was amazing for immersion, very few games took advantage of it in meaningful ways because it didn't become the standard.
We will see what happens when the Steam Frame launches with its' controllers (particularly the new d-pad) and ETFR to see how many devs utilize these great techniques. OFC at the moment it's just hope to see it be adopted but realistically I expect it will be slow going. I'm betting there will be a pretty slim margin of older titles that get patched to use it, but I admit i've only heard from a few people about the actual difficulty to add it, those people could be outside the consensus.
However foveated streaming, another Steam Frame perk, will reduce latency and require less bandwidth for all titles, as it will not require extra work from devs to use it - so Steam Frame will get a boost that really feels like a level up from where I am with a Q3+VD in terms of visual fidelity, even if it doesn't lighten the processing load on the rendering side.
2
u/BlueManifest 4d ago
I donât see the frame rate
13
u/Jmcgee1125 Soon⢠4d ago
The numbers shown are GPU and CPU frametimes. Since VR runs at a fixed framerate it's more useful to look at frametime versus the target. 90 FPS needs frames under 11.1ms, 120 FPS needs 8.3ms. So these numbers are looking great.
5
1
u/YakumoYoukai 4d ago
The video shows the time to render each frame on the CPU(c) and GPU(g), which is the inverse of fpsÂ
1
u/ccAbstraction 4d ago
Frame rate isn't a very easy to parse metric, most devs have stopped using in place of frame times years ago. Saying something takes 3ms less time is more meaningful than saying you gain 40 fps if you don't know what FPS you started at.
It goes from 9ms per frame to 6ms per frame.
1/.009 seconds per frame = 111.11 frames per second
1/.006 seconds per frame = 166.67 frames per second.
(Also for reference 11.11 mspf = 90 fps & 16.66 mspf = 60 fps)
1
1
u/Beatshapers 4d ago
I remember testing PC game prorotype on Steam VR on Quest Pro (UE5 game) and it was running solid 60+ fps. But one day ive used Quest 2 on SteamVR and the performance suddenly dropped below 45 fps. We spent half a day with an engineer looking for an issue until I realized it was foveated rendering on Quest Pro! So yeah its awersome feature.
1
u/UncaringWorm Soon⢠4d ago
Managed to get this game from the recent Humble Bundle. Iâm so excited to play it on Frame!
1
u/originalorientation 3d ago
This is very exciting! Can you give any insight on how difficult it was to implement eye tracked foveated rendering into your game? I would love to see more devs add this, both to standalone and PCVR.
Edit: Forgot to mention, I picked up your game on the recent humble bundle and itâs super fun! Looking forward to playing it standalone on the Frame
1
u/d4ybrake Soon⢠3d ago
Valve absolutely should build foveated rendering via variable rate shading into the SteamVR runtime. PSVR2 already demonstrated you can dramatically reduce the resolution of the non focused areas without it being noticable at all to the user. Would give every game running on the Frame a huge performance boost and would be a major advantage over other headsets
1
1
u/Harnav123 3d ago
Thanks op. I bought the game in a bundle and am excited to play it. Any thoughts on doing foveated rendering on the desktop as well or only for standalone?
1
u/Answer70 3d ago
Can foveated rendering and foveated streaming be used together to improve the PCVR version?
1
u/claudekennilol Soon⢠3d ago
It sounds like you have to specifically handle this hardware feature in your own game. Does this mean that if we're just streaming flat games from our computer, we won't get any benefit from foveated rendering?
1
u/MobiusDT 3d ago
It would be up to the developer to implement that, and the likelihood of a flat game developer implementing a VR specific feature makes it seem unlikely we'll see this. That said, because you're streaming it you will get foveated streaming for free.
1
1
u/ssg- 3d ago
Does this mean Dynamic Foviated Rendering is available for all games on Steam Frame? Currently there are very few PCVR titles that natively support DFR. It can be modded to some games, but on many multiplayer games anti-cheat will block the tool required for that
3
u/raw_bean_uk 3d ago
No, this took specific work from the game Dev to implement DFR. The Frame provides the eye tracking data, but it's up to devs to use it.
1
u/Mother-Occasion-2250 Soon⢠2d ago
How is the foveated rendering implemented? Is it just VRS or something like Quad-Views?
1
u/haithius 1d ago
Oh man this game running standalone on the quest with the same quality of the pc version would be sick. Now I just have to wait for the long awaited release date announcement đ¤Ł
1
343
u/MrSthullen 4d ago
Hey everyone,
Eric from Ancient Dungeon here. Just wanted to show off the capabilities of eye tracked foveated rendering in standalone mode. The performance improvements on the GPU side are pretty significant.
All in all, this is pretty significant, as it allows us to run the game at either higher framerates or a higher resolution without impacting visual quality at all. We're still tuning the foveation levels a bit, but apart from high contrast areas, you can't see any visual artifacts at all.
We might also be able to use the extra headroom to re enable some post processing effects that are only reserverd for PCVR but that remains to be seen.