Discussion in 'General Discussion' started by MarcG, Apr 12, 2017.
I just saw that on FB,i got chills hehe
I'm counting the days...
Strange, I had "liked" the rF2 facebook page years ago, now it was like I unliked it
They post a pic on facebook with some DOF in it
First pic with DOF I think !
What about this one?First time I see It...
Thats the one I am talking about
What The! pants tent .
Wow. I guess vr is great. I've never had the chance to use vr glasses in a simulator.
Maybe when prices are lower and the resolution become better.
That DOF-shot looks great!
I hope they have a DOF setting in the game. It's clear from the comments here and elsewhere that even though our eyes don't blur the background like that just adding a bit of DOF blur gets so many people excited and giddy they completely forget about whether what is being blurred is good or bad quality. Just the distraction rF2 needs while the bugs and kinks get worked out of the new graphics system and we wait who knows how long for the existing content to be upgraded.
Marcel Offermans said that DOF will only be available for external cameras, not for cockpit-view, since DOF is not realistic for human eyes, since the software cannot know where you focus your eyes on (for instance the dash on your steering wheel or a mashal-post at the side of the track).
DOF is realistic for track-side TV-cameras though, so I don't see the problem with that.
Marcel also said that using DOF in external track-side cameras may actually help performance-wise, since the blurred objects in the background can be rendered with less detail.
Hummm ... in VR for me it's better without DOF. In my setting on AC for a Oculus CV1 I have deactivated the DOF effect (edit : like says Lenniepen, seems to me more real). But for screen, yes, it's will be good to have a DOF effect.
Is this like foveated rendering for VR? eye tracking?
I Don't understand what you mean
Eyes tracking doesn't exist for the moment.
DOF=Depth Of Field ?
Of course, in RL - our eyes focus on something and the periphery is naturally blurred but, we don't even notice it. It is obvious when trying to emulate that effect on a 2D image / video. If / when Foveated-rendering / eye-tracking is successful in VR, it should work very much the same way as our eyes do naturally.
Not only would it feel more natural in VR but, it also could improve render-performance substantially due to the concentrated specific focal area at high-resolution as indicated by eye-tracking with the periphery being rendered at progressively lower resolution further out.
Such performance gains could possibly allow for higher-resolution displays while keeping GPU requirements at more attainable levels - in turn allowing for expanded FOV. This is mostly academic at this time but, the Fove HMD is currently in development with Dev-kits in the field so we have something - possibly very interesting, to watch for.
Very good summary. That said, even though DoF processing effects would be possible with eye tracking, it's seems completely pointless. If it works perfectly, the processing would simply mimic the natural distortion that's already occurring. The real beauty is going to be, as you said, in reducing rendering requirements.
DOF is just a fps killer, no one really uses the feature in iracing
Good for still shots/pics though
Rfactor 2 VR .....drool ! Can't wait
Separate names with a comma.