Evaluating Foveated Frame Rate Reduction in Virtual Reality for Head-Mounted Displays
Christopher Flöter, Sergej Geringer, Guido Reina, Daniel Weiskopf, Timo Ropinski
TL;DR
This study investigates foveated frame-rate reduction in VR HMDs, introducing a five-region gaze-based scheme that updates peripheral regions at lower frame rates while preserving central detail. A within-subject user study (N=15) evaluates perceptual artifacts using 10 frame-rate configurations across 5 environments and two gaze tasks, employing a $5$-point Likert scale. The results show that up to $63.6\%$ of pixel rendering can be saved before users report noticeable artifacts or discomfort, with slightly higher sensitivity when actively tracking objects, highlighting the practical potential of temporally adaptive rendering in VR. The work also outlines future directions, including spatio-temporal reprojection and longer exposure studies to better understand perceptual limits and VR sickness risks.
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.
