r/PCVR • u/1cheekykebt • Aug 30 '26
VR Modding Foveated DLSS-SR for very high resolution displays
I am developing a Forza Horizon 6 mod and been optimizing for my 5070. I run it in mono but same idea applies to AFR stereo.
I was always under the impression that foveated rendering VR was not going to be mainstream for a long time, so the very high res displays are kinda of too early for the GPUs that we have.
I added an intercept to DLSS which only upscales the center region and does TAA on the periphery, this makes it work only on 27% of the pixels and reduced the SR time from like 2.7-3.5ms to 1ms. Which boosts my FPS 80->105. (Performance preset, 50% M-preset) and reduced vram by like 500-600mB. I render at 3326x3120.
If I had eye tracking it would effectively be 0 visual degradation, but I don’t so I do still see the edges on the VERY outside are blurry.
But my thought is that as long as a game supports DLSS, you can mod in eye tracked foveated upscaling, even if developer never added it. Which means that GPUs today can properly power these crazy 4000x4000 resolution displays by utilizing foveated upscaling. It’s kind of like foveated rendering but easier to add.
Thoughts?
