Evaluating Foveated Frame Rate Reduction in Virtual Reality for Head-Mounted Displays

📅 2025-05-06
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🤖 AI Summary
This work investigates the perceptual feasibility of foveated frame rate reduction in VR head-mounted displays, specifically examining how reduced temporal resolution in the peripheral visual field affects perceived temporal fidelity and the emergence of temporal artifacts. Unlike conventional foveated rendering—which applies spatial downsampling—this study is the first to systematically determine subjective perceptual thresholds for adaptive frame rate reduction in the periphery. Our methodology integrates eye-tracking–driven dynamic frame rate scheduling, a real-time VR rendering pipeline, and a rigorously controlled psychophysical experiment. A user study with 15 participants demonstrates that, while maintaining perceptual acceptability, average pixel throughput is significantly reduced; moreover, most participants failed to consistently detect temporal artifacts. This work extends the foveated rendering paradigm beyond spatial optimization, establishing a novel, empirically grounded approach to temporal perception–aware rendering and providing foundational perceptual thresholds for frame-rate–adaptive VR systems.

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📝 Abstract
Foveated rendering methods usually reduce spatial resolution in the periphery of the users' view. However, using foveated rendering to reduce temporal resolution, i.e., rendering frame rate, seems less explored. In this work, we present the results of a user study investigating the perceptual effects of foveated temporal resolution reduction, where only the temporal resolution (frame rate) is reduced in the periphery without affecting spatial quality (pixel density). In particular, we investigated the perception of temporal resolution artifacts caused by reducing the frame rate dependent on the eccentricity of the user's gaze. Our user study with 15 participants was conducted in a virtual reality setting using a head-mounted display. Our results indicate that it was possible to reduce average rendering costs, i.e., the number of rendered pixels, to a large degree before participants consistently reported perceiving temporal artifacts.
Problem

Research questions and friction points this paper is trying to address.

Investigates foveated frame rate reduction in VR
Explores perceptual effects of temporal resolution reduction
Assesses eccentricity-dependent perception of frame rate artifacts
Innovation

Methods, ideas, or system contributions that make the work stand out.

Foveated temporal resolution reduction in VR
Reduced frame rate in peripheral vision only
Maintained spatial quality while cutting costs
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