# The Effects of Visual Behavior and Ego-Movement on Foveated Rendering Performance in Virtual Reality

**Authors:** David Petrescu, Paul A. Warren, Zahra Montazeri, Gabriel Strain, Steve Pettifer

PMC · DOI: 10.1007/s42979-025-03885-7 · Sn Computer Science · 2025-04-15

## TL;DR

This study examines how eye movement and user actions affect the performance of foveated rendering in virtual reality, showing that less rendering is needed for active users.

## Contribution

The paper introduces a dynamic foveated rendering method using VRS and evaluates its performance under different user behaviors and tasks.

## Key findings

- Participants actively moving and performing complex tasks tolerate lower rendering quality, needing only 31.7% of the FOV rendered at full sampling.
- Visual pursuit behaviors allow even lower rendering quality, with only 29.3% of the FOV needing full sampling.
- The study shows that user behavior significantly influences the effectiveness of foveated rendering techniques.

## Abstract

Despite the recent developments in VR, maintaining photorealism is difficult due to the increased bandwidth capabilities and computational resources required. To make VR more affordable, techniques such as Foveated Rendering (FR) offer promising ways to optimise rendering without compromising the user experience. Near-eye displays with 6DOF tracking enable users to freely move through the environment. This was previously impossible with traditional displays. This work aims to disentangle the effect of type of ego-movement (Active versus Implied) and task type (Simple Fixations versus a task involving Fixations, Discrimination, and Counting) on a dynamic FR method developed using Variable Rate Shading (VRS) (a quarter of the native shading rate is used in the visual periphery). We also explore if the aforementioned effects are consistent under different visual behaviours (visual search versus tracking). Results show that participants actively moving and performing complex tasks (during visual search) are less sensitive to degradation than in other conditions, with only 31.7% of the FOV required to be rendered using full sampling. Additionally, we provide evidence for how instances of visual pursuit might influence these results; in this case, only 29.3% of the FOV rendered using full sampling is tolerated by participants.

## Full-text entities

- **Diseases:** anxiety (MESH:D001007), HMDs (MESH:D006258), fatigue (MESH:D005221), AM (MESH:D008992), colour blindness (MESH:D001766), MTD (MESH:D015875), motor and neurological disorders (MESH:D009461)
- **Chemicals:** AM (-), E2 (MESH:D004958)
- **Species:** Cercopithecidae (monkey, family) [taxon 9527], Homo sapiens (human, species) [taxon 9606]

## Full text

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## Figures

7 figures with captions in the complete paper: https://tomesphere.com/paper/PMC12000250/full.md

## References

14 references — full list in the complete paper: https://tomesphere.com/paper/PMC12000250/full.md

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Source: https://tomesphere.com/paper/PMC12000250