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Documented foveation's tile artifacts on fine animated textures
- The Quest's GPU applies the fragment density per screen tile and samples textures at a coarser level inside reduced-rate tiles, so fine animated detail such as Retro Rewind's swamp goo shows square tile edges at the periphery. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -670,7 +670,10 @@ At the Quest's default 0.8 an eye's time goes mostly to geometry and to storing
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resolution. The Wii's shading is cheap, so foveation saves nothing measurable there, although the
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density map verifiably applies (4x4 blocks at the view's edges on High). That is why it defaults to
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`off`. At higher render scales it takes 8 to 22% off the eyes, which is where it earns its keep,
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bought with a softer periphery. It is no fix for a heavy track: on Retro Rewind's SNES Ghost Valley
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bought with a softer periphery. The Quest's GPU applies the density per screen tile, and inside a
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reduced-rate tile it also samples textures one level blurrier per halving. Most surfaces hide it,
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but fine animated detail does not: on Retro Rewind's swamp goo the tiles show as squares where the
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ripples give way to a smoother look. It is no fix for a heavy track: on Retro Rewind's SNES Ghost Valley
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2 at 1.0, GPU-bound at about 40 FPS, no level raised the frame rate, while merging the eye passes
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did (39 to 41.5 FPS).
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