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Per Oculus + Valve docs, FOVEATED rendering reduces GPU cost by which strategy?
ARender the whole scene at half resolution always
BUse a single texture sample per primitive only
CSkip the audio mix on alternate frames as well
DRender at full resolution only where the eye is looking
Answer & Solution
Correct answer: D. Render at full resolution only where the eye is looking
Eye-tracking + fixed foveated rendering: only the foveal cone needs full pixel density. Periphery is rendered at coarser shading rate (VRS or eye-tracked).
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