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The whole point of foveated rendering is that you're not rendering anywhere close to that 9.6mp though. Most of the screen will be rendered at a significantly lower resolution. So in reality you will probably be rendering less than half the pixels that you would normally render on a 4k tv. Of course VR introduces some other complexities which will also impact performance, but in theory it should be faster to render in PSVR2 with foveated rendering than it would be to render to a regular 4k screen.I believe VR2 being 3D and rendering 2000x2040 per eye = 9.6mp
4K is 3840x2160 = 8.3mp
PS5 is not offering 90Hz or 120Hz gaming on AAA titles at 4K resolution. It will even have checkerboard rendering to maintain 60Hz in titles.
Resident Evil may hold some clues as a visually demanding title some have got early previews of. If it can still look great on VR2 then their is some hope
that indeed with fovated rendering and other options, it possible for PS5 to offer VR versions of games still with high graphic quality.
I do believe VR2 will require ways to reduce the rendering demands to even maintain 60Hz before any interporlation upto 90Hz or 120Hz.
How good or how many people will notice issues with this, who knows I only seen one guy how had early prewiew access with VR2 mention it.
For those not familiar with foveated rendering, how it works is that it uses eye tracking to see what part of the screen you are looking at, and only renders that part at full resolution, the parts in your peripheral vision are rendered at significantly lower resolution. But as you are not looking at those parts, you don't notice the lower resolution.