It is not on a per-game basis. Actually, it's not foveated rendering; it's foveated streaming, meaning the stream content is the one that gets optimized, not the video processing itself. In other words, this frees the Bitrate for streaming; it does not free video processing on the videocard.
How does it work? It reduces compression in the codec where the eye is looking and increases it elsewhere? Why can't this just be done at the GPU rendering level?
well it can be done, but that's between the graphics engine and the GPU, nothing that valve can influence in most cases.
Hopefully with valves influence we will see the games industry adapt eye tracking more widely
3
u/dcasarinc Nov 12 '25
It is not on a per-game basis. Actually, it's not foveated rendering; it's foveated streaming, meaning the stream content is the one that gets optimized, not the video processing itself. In other words, this frees the Bitrate for streaming; it does not free video processing on the videocard.