Drag on the heatmap to move the gaze point (switches to Manual mode)
Foveal zone (full res) Gaze point Periphery tile
R(θ) resolution falloff vs. eccentricity (°)

Foveated Rendering for Mobile XR — 2D Simulation

Mobile AR/VR headsets have a fraction of a desktop GPU's power but must still hit 90+ fps to avoid motion sickness. Eye-tracked foveated rendering is the trick that makes this possible: an inward-facing IR camera locates the wearer's gaze point tens of times a second, and the renderer shades a full-resolution "foveal" disc around it while quietly dropping resolution in the periphery, where human cone density — and therefore perceived detail — is already far lower. This 2D simulator draws a live resolution heatmap whose per-cell shading is resampled from the angular falloff function R(θ) around a moving gaze point, alongside a radial profile plot of R(θ) itself, with real GPU pixel-cost and bandwidth-savings readouts, a saccade-driven auto mode, and a manual drag mode, plus a foveated/uniform toggle so the savings are visible directly.