Now available: Dynamic Foveated Rendering with Bigscreen Beyond 2e

Now available: Dynamic Foveated Rendering with Bigscreen Beyond 2e

Happy holidays from the Bigscreen team! As a special end-of-year release, we’re excited to announce that Dynamic Foveated Rendering (DFR) is now available in early access for Bigscreen Beyond 2e.

Bigscreen Beyond 2e has built-in eyetracking which has two main use cases: social VR (in games like VRChat) and performance improvements (for simulation games like iRacing and DCS World).

DFR is one of the most impactful performance improvements we have added to date. By leveraging eye tracking to concentrate GPU power exactly where you are looking, it delivers smoother performance and significantly more headroom in demanding VR titles like iRacing and DCS World.

The best way to think about this is Dynamic Foveated Rendering effectively gives you a GPU upgrade, enabling you to get the equivalent performance of an NVIDIA RTX 5090 graphics card from an NVIDIA RTX 4090.


What Is Dynamic Foveated Rendering

Dynamic Foveated Rendering is a technique that uses eye tracking to optimize where your GPU spends its effort.

Biologically, your eyes only resolve fine detail in a very small central area of your vision called the fovea. Everything outside of that narrow cone can be rendered at a lower resolution with little to no impact on your perception. DFR takes advantage of this by rendering full resolution only where you are looking, saving massive computational resources on the rest of the scene.

Why It Matters for Sim Racing, Flight Sims, and High-End Games in VR

In VR, consistently hitting your target frame rate is critical. Dropped frames don’t just reduce visual quality, they break immersion and can quickly lead to discomfort or motion sickness. Performance is almost always the limiting factor, especially in demanding simulation games.

Every VR enthusiast knows the constant tradeoff: you want higher graphics settings, sharper visuals, and longer draw distances, but you must protect your frame rate at all costs. It is a never-ending balancing act.

By reducing GPU load in the periphery, DFR frees up extra performance headroom without sacrificing clarity where it matters most. That headroom can be used to stabilize frame rates, push graphics settings higher, and make demanding titles more comfortable to play.

This is where Dynamic Foveated Rendering helps:

  • Higher Fidelity: By reducing GPU load in the periphery, DFR frees up extra performance headroom without sacrificing clarity where it matters most. For users with high-end cards like the RTX 4090/5090, this headroom allows you to push higher graphics settings that would otherwise be impossible to run smoothly.
  • Stability & Comfort: For older GPUs (e.g., RTX 3080/3090), DFR provides the necessary "boost" to hit stable frame rates where you previously had to compromise. By ensuring your frame rate stays solid, DFR significantly reduces the motion sickness and visual fatigue caused by stutters and dropped frames.

Supported Games

Dynamic Foveated Rendering works today in a growing number of VR games, with more expected to work over time. We have internally tested and confirmed DFR on Bigscreen Beyond 2e with the following titles:

  • DCS World (Digital Combat Simulator)
  • Microsoft Flight Simulator 2024
  • iRacing
  • Kayak VR: Mirage
  • Pavlov VR

How It Works in Your Games

  • Native / In-Engine (iRacing, MSFS 2024) These titles handle foveated rendering directly within the game engine. No external "Quad Views" software is required.

    • iRacing: Uses Nvidia-specific VRWorks (SPS). You must have an Nvidia GPU to use DFR in iRacing. Simply enable "Foveated Rendering" and check "Allow Eye Tracking" in the graphics options. You can further tune the "Focus Area" size and quality directly in the game settings.

    • Microsoft Flight Simulator 2024: Uses in-engine Multi-View Rendering (MVR) (works on both AMD and Nvidia).

  • Quad Views (e.g., DCS World, Pavlov VR) These titles utilize an advanced OpenXR technique called Quad Views. This renders the scene in four distinct regions—two high-resolution focus areas matching your eye position, and two lower-resolution peripheral areas. To enable this in titles like DCS, you will need to install the separate Quad Views Foveated utility

More Games Coming
While these are the titles we have tested so far, support is not limited to this list. We will continue testing, refining settings, and sharing guidance as we expand compatibility.

Getting Started


Dynamic Foveated Rendering is currently available via the Eye Tracking module in the Bigscreen Beyond Utility. Open the utility to enable eye tracking and access DFR. For step by step setup and configuration, follow the setup guide linked here.

Early Access Expectations

Because this is an Early Access feature, we want to set the right expectations.

  • Latency & Accuracy: We are regularly improving latency and accuracy with weekly and monthly updates. This is achieved with firmware improvements to the eyetracking cameras and software improvements to the computer vision algorithms powering eyetracking. Be sure to update your Beyond and run the latest eyetracking models to get the best latency & accuracy.
  • Fit & Alignment: Proper alignment between your eye position and how the headset sits on your face is important. You may need to re-adjust the eyetracking when reseating the headset, and you may need to re-train your eyetracking model if you change the headset or cushion position. Poor alignment or an old model will result in poor accuracy. This process will be simplified and made more robust in future iterations.
  • UX/UI: The setup flow is still evolving and will become more seamless over time.

That said, DFR already works as intended and you should see massive performance gains today. If you are comfortable with early-access software and want a cutting-edge preview of what foveated rendering can do for your PC, try out DFR with Beyond 2e today! If you have bugs or issues, join our Discord or email our customer support team.

This is just the beginning

When Bigscreen Beyond 2 was first announced in March 2025, we focused on the social VR benefits of eyetracking with Beyond 2e. In July, we announced the VRChat Edition, and in August through October, we shipped numerous eyetracking features for social VR use cases such as blinking and VRCFT integration. More features are planned for 2026 such as winking, gradual blink, eye wideness, and pupil dilation.



Earlier this year, we held off on publicly announcing eyetracking-driven performance improvements (like foveated rendering) as this was still under internal development. To avoid overpromising customers, we waited until we knew our software and hardware technology was performing at a high quality level with good integrations within gaming titles. We're thrilled to have crossed that milestone and are releasing Dynamic Foveated Rendering in Early Access Beta today for iRacing, DCS World, and more.


Stay tuned for more eyetracking updates and a broader release in the coming months. If you haven't purchased a Bigscreen Beyond 2 yet, you can order now from our online store. And if you're considering upgrading to the Beyond 2e, you can now think of it as a cheaper way to upgrade your GPU thanks to the performance benefits of Dynamic Foveated Rendering.

We've shipped more units in the past month than we typically ship in an entire year! Due to overwhelming demand, orders placed today are expected to ship in January or February (based on SKU/color). For more info on estimated shipping schedules, check out last week's Production Update.

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