Developer Builds VR Game to Treat Amblyopia Using Foveated Rendering and Adaptive Contrast
A developer describes building a VR rehabilitation prototype aimed at treating amblyopia, or lazy eye, through a game-based therapy system. The main technical challenge was keeping rendering latency low, since frame jitter above about 2 ms disrupts stereo vision, which was addressed with a compute-shader distortion pass and fixed-foveated rendering. The game adjusts inter-ocular contrast in 5% steps via a closed-loop controller written in Rust, with session data logged to a local database. Over three weeks, the average contrast threshold reportedly fell from 0.42 to 0.18, a result the author says matched the clinical protocol being mirrored. The author also notes that tweaks to temporal anti-aliasing affected perceived depth and adaptation, and advises developers of similar tools to instrument every rendering stage.
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