The_Train
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I tried to trick the Steam Frame's clever eye tracking and failed, miserably
Making wireless VR truly possible.
I've used the Steam Frame and I never noticed any low-resolution areas in my vision. I had almost forgotten about the foveated streaming until it was mentioned to me. I tried darting my eyes from left to right to try and trick the eye tracking, but it totally kept up.
Even when Selan enabled a special mode in Half-Life Alyx that highlighted the high-quality area, where I'm looking, I still couldn't make out the low-quality areas.
Foveated rendering, a feature you might be more familiar with, works in a similar way with eye tracking. What's known as quad view rendering is essentially the exact same system. The key difference here is that foveated streaming doesn't lower the performance requirements for the PC that's rendering the VR game to be sent to the Steam Frame—it's working overtime to deliver the full, crisp image.
That's a good and a bad thing. On the one hand, if your gaming PC is struggling to play VR games, foveated streaming won't help. On the other, foveated streaming doesn't require a developer to do anything. Though I wouldn't worry about picking between them: Valve has confirmed you will be able to use both at the same time in games that support foveated rendering.
"Most critically, the software developer, the partners who ship on Steam, don't have to do any work to take advantage of that," Selan says.



