Reduces detail away from the focus region, most often in VR or handheld-specific modes.
FPS
Medium
Visual
Medium
VRAM
Very low
CPU
None
Latency
None
What it does
Reduces detail away from the focus region, most often in VR or handheld-specific modes. Visible peripheral softness depends on the display and tracking method.
Games may also call it: Fixed Foveated Rendering, FFR, Dynamic Foveated Rendering
Decision guide
Lower it when
Lower it after the biggest settings are tuned and you still need a little more headroom.
Keep it high when
Keep it higher when the effect supports the art direction and performance remains stable.
Handheld advice
Treat this as a secondary handheld tweak after resolution, upscaling, shadows and heavy lighting are under control.
Restart
Usually not required
Some games still apply changes only after reloading a scene or restarting.
Do not overread the meter
Visible peripheral softness depends on the display and tracking method. This score is an editorial cross-game estimate, not a measured result for every engine.