Dynamic Foveated Rendering: Early Access Setup Guide

Dynamic Foveated Rendering: Early Access Setup Guide

Dynamic Foveated Rendering is available today as an early access feature for Bigscreen Beyond 2e.


Things that are actively being worked on: 

  • Latency: We are actively optimizing our tracking algorithms to reduce latency. Expect regular software updates as we refine these pipelines for a better DFR experience.
  • Accuracy: We are continuing to improve our software models to better track eyes and improve how we train the eye models to get more refined accuracy.
  • Setup flow and overall UX/UI: We are refining the calibration process and setup flow within the Bigscreen Beyond Utility / Eye tracking utility.

How to Enable Eye Tracking and DFR

  1. If you haven't already installed the Bigscreen Beyond Utility in Steam, you should do that first. Steam should prompt you to install the Bigscreen Beyond Utility as soon as you plug in your Bigscreen Beyond. If it does not show after connecting Beyond to your PC, use this link in a browser: steam://install/2467050


  2. Launch the Bigscreen Beyond Utility from Steam and connect your Bigscreen Beyond 2e to your PC if it is not already connected.
    In the Eye Tracking section, you will see the option Install Eye Tracking Add On. Install this add on before using eye tracking.


  3. Enter your eye tracking token and perform calibration enrollment to create a personal model for eye tracking & DFR

  4. Start the eye tracking enrollment process and follow the on screen visual instructions in VR


  5. Once enrollment is complete, your eye tracking model will be trained and saved.



    There are various ways to wear Beyond, including custom-fit cushion, universal-fit cushion, and halo mount. Get the best results by using a dedicated enrollment for each configuration.

    Modifying your headset's IPD after enrolling can degrade eyetracking accuracy. After settling with a new IPD, redo enrollment and use the resulting model.

  6. You can rename models to stay organized, especially if you create multiple models for different users or for different strap and facial interface setups.

  7. Most titles require installing the OpenXR layer Quad-Views-Foveated

    Download and install it from here, then restart SteamVR.
    Quad-Views-Foveated is not required for some titles, such as iRacing.

  8. Activate eye tracking in the Beyond Utility.


  9. Enable Dynamic Foveated Rendering (DFR) in the menu.



  10. Adjust Quad View (DFR) settings for games that use Quad View in the Eye Tracking Utility.



    After enabling DFR, you can directly adjust Quad View settings from the DFR menu inside the Eye Tracking Utility, which is accessed via the Bigscreen Beyond Utility.

    Some games expose their own foveated rendering or quad view controls. Others rely on the standard OpenXR Quad Views implementation, which is what these settings control.

    From this menu, you can adjust:

    • Peripheral Clarity
      Controls the resolution of the peripheral region. Lower values increase performance by reducing resolution outside your focus area.

    • Focus Clarity
      Controls the resolution of the focus region. Values above 1 enable supersampling in the foveated area.

    • Horizontal Focus Region Scale
      Adjusts the width of the foveated region as a percentage of the headset’s horizontal field of view.

    • Vertical Focus Region Scale
      Adjusts the height of the foveated region as a percentage of the headset’s vertical field of view.

    • Edge Smoothing
      Controls the softness of the transition between the focus and peripheral regions.

  11. Enable Dynamic Foveated Rendering inside the game

    Supported Games

    • DCS World
      Enable: VR > Use Quad View
      Enable: Track the eyes position
      Note: Uses Nvidia VRWorks. Does not require Quad Views.

    • Microsoft Flight Simulator 2024
      Foveated rendering support was added in Sim Update 2.
      Enable: VR > VR Graphics > Foveated Rendering
      Note: Native MVR implementation.

    • Pavlov VR
      Works out of the box. No setting changes required.

    • iRacing
      Enable: Display > VR Mode > Foveated
      Enable: Allow Eye Tracking

    • Kayak VR: Mirage
      In Steam, add the following launch option in the game’s properties:-hmd=openxr 

Important Notes on Models and Fit and accuracy

Each eye tracking model should correspond to a specific facial interface and strap setup.

For best results, the headset must be positioned on your head in the same way each time that model is used. Changes in cushion, strap, or fit will affect tracking quality and may require a new model.

Accurate eye tracking currently depends on precise alignment between your eyes and how the headset sits on your face. Re seating the headset may require readjustment. This process will become more robust and automated in future updates.

How to verify your alignment: If eye tracking feels off-center during use, use the gaze cursor as a reference to correct your physical fit:

  1. Enable the Gaze Cursor: In your Quad-View Settings (or eye tracking utility), enable the gaze cursor option to reveal a floating cursor in your VR view.


  2. Focus on a Specific Object: Look at a fixed point in the cockpit or on the track. For this example, we’ll focus on the right green cone at the end of the pitlane.

  3. Align the Headset to Your Gaze: While keeping your eyes focused on that object, check if the floating cursor sits exactly on top of it. If it doesn't, physically shift and tilt the headset on your face until the cursor and the object overlap perfectly.


Compatibility & Troubleshooting

  • OpenXR Layer Conflicts: Tools like XRNeckSafer or OpenXR Motion Compensation may conflict with eyetracking. If you experience crashes, disable these layers using the OpenXR API Layers GUI.


Feedback and Support

We will continue iterating quickly and refining this system based on real world usage and community feedback. If you have questions, need help, or want to share feedback, join the Bigscreen Discord.



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