This is the final update I’m sharing for now, but this should bring a massive quality-of-life boost for anyone using an eye-tracked headset.
I'm demonstrating a rough preview today, which will eventually be bundled into my mod package. There are still a few visual quirks with shadows and certain post-processing passes, but I’m actively working through them. FPS currently takes a hit on the CPU side because the engine is effectively rendering two scenes simultaneously. To solve this, I'll be culling geometry occluded behind the inner foveated view and applying edge-blending across the boundary to mask transitions cleanly.
While this setup isn't practical for flat-screen Crysis, this demo shows how a single eye's viewport operates. Next steps involve shaping the foveated region into an adjustable circle and binding it directly to runtime eye-tracking data. Once refined, the peripheral viewport can run at a significantly lower base resolution with reduced detail, reconstructed via DLSS upscaling, and smoothly blended into the focal region drastically cutting GPU frame times (at least in theory i only base my work on proven success cases here) ignore the low fps my video got it locked at a weird frame time its a bug.
This isn't something you can easily toggle via config tweaks yet since it modifies how Crysis handles display rendering under the hood. It will require a dedicated package to install once the remaining rendering issues are resolved.
(If Reddit's video compression crushes the quality, an unlisted YouTube link will be added in the comments so you can inspect the effect cleanly.)
i just hope you get the direction im going for, you can clearly see how much cleaner the image becomes with the inner FOV square, DLAA no jaggys
once i finish this all up and get my learning experience im moving on to skyrim and fallout 4 vr
quad view rendering can only be best when the game engine it self is reverse engineered to support it
to help you understand what iv spent working on all this for the past month around 500 dollars of credits and codex sub, yeah. at this point just hire someone but hey least a single guy chugging along and passion can achieve some pretty good results if you know exactly what your wanting.
i expect a dramatic change in mods and old game improvements in the coming years, the fact i was able to do this was impressive to me enough but my notes and project folder is a mess. cant wait to see people take this and just improve upon it.
better link below (not funneling just dont know how else to showcase this with proper quality )
https://www.youtube.com/watch?v=BSrDLjairiM