Point of gaze enhancement for non-XR games within HMD systems

By using gaze area tracking technology in the HMD system, the presentation effect of non-XR games is optimized, and the problem of failure to effectively utilize user gaze points in the existing technology is solved, and higher graphic fidelity and detail presentation is achieved, which improves the User experience.

CN119156584APending Publication Date: 2024-12-17SONY INTERACTIVE ENTERTAINMENT LLC
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Patent Information

Application Number
CN202380035091.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2022-04-26
Filing Date
2023-04-20
Publication Date
2024-12-17

AI Technical Summary

Technical Problem

Existing non-extended reality (XR) computer games fail to effectively utilize the user's gaze feature when using head-mounted displays (HMD) systems, resulting in a lack of improvement in the presentation effect compared to flat displays.

Method used

The gaze area (ROG) is determined through the user head and/or eye tracking function of the HMD system and signaled to the host system to patch or upgrade the game to enhance the rendering on the virtual screen, for example by increasing fidelity, Details and frame rates, optimized graphical rendering and user interface.

Benefits of technology

It realizes higher graphics fidelity and detail presentation on the HMD system, improves user experience, enhances the visual effects and interactivity of the game, and is suitable for VR, AR and MR environments.

✦ Generated by Eureka AI based on patent content.

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Abstract

By using a user head and / or eye tracking (200) function of an augmented reality (XR) system (100), a region of gaze (ROG) (106) of the user towards a virtual screen may be determined (202) and signaled (204) to non-XR games and applications running on a host system connected to the XR system. The existing non-XR games / applications may be repaired, upgraded, or reproduced (206, 208, 210, 212) to support application of the ROG and to support enhancement of ROG-based visual objects and user interfaces using the ROG provided by system software on the host system that is rendering the game for the XR system.
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Description

Technical Field

[0001] The present application generally relates to foveated enhancement of non-extended reality (XR) presentations, such as non-virtual reality (VR) computer games within augmented reality (AR), mixed reality (MR), or virtual reality (VR) systems, which are collectively referred to as extended reality (XR), such as head-mounted devices including head-mounted displays (HMDs). Background Art

[0002] As recognized herein, when a non-XR computer game created for presentation on a flat display such as a TV is executed through a virtual cinema presentation within an XR head mounted display (HMD) system, the non-XR computer game is rendered intact onto a virtual 2D or 3D screen. The 2D or 3D output of the game is displayed on the virtual 2D or 3D screen within the HMD system, closely matching how it would be displayed on a real standard or 3D TV.

[0003] However, as further recognized herein, this representation does not take into account the A user-oriented tracking feature available on some HMD systems for VR2 systems.

[0004] The following solution is presented within this context. Summary of the invention

[0005] By using the user's head and / or eye tracking capabilities of the HMD system, a region of interest where the user is looking at the virtual screen can be determined. This region of interest (ROG) can be signaled to various games and applications running on a host system connected to the HMD system. The signal can include the coordinates of the gaze, the coordinates and radius of the gaze, the coordinates of a box defining the gaze area, or other parameters for communicating the gaze area from the HMD system to the game or application.

[0006] Existing non-XR games / applications may be patched, upgraded, or remastered to support the use of console systems (such as but not limited to 5 console) is being used for HMD systems (such as but not limited to VR2 system) system software for rendering games provided by ROG application.

[0007] Thus, an assembly includes a head-worn extended reality (XR) display and at least one processor configured with instructions to determine a region of gaze (ROG) of a wearer of the display relative to the display. The instructions are executable to enhance presentation of at least one non-XR computer game on the display based at least in part on the ROG.

[0008] The instructions are executable to determine the ROG based at least in part on the image of the wearer from the camera.

[0009] In some examples, the instructions are executable to enhance presentation of a non-XR computer game on the display at least in part by presenting video in the ROG on the display at a higher fidelity than presenting the video external to the ROG on the display.

[0010] In other examples, the instructions are executable to enhance presentation of a non-XR computer game on the display at least in part by presenting graphics in the ROG on the display at a higher fidelity than presenting the graphics external to the ROG on the display.

[0011] In some embodiments, the instructions are executable to enhance the presentation of a non-XR computer game on the display at least in part by presenting high graphical detail at the center of the ROG and successively presenting lower graphical detail based on the distance of the graphical detail from the center of the ROG so that the higher graphical detail is shown in the ROG as compared to outside the ROG. The graphical detail may be a non-player character (NPC) or any other detail represented in the non-XR computer game.

[0012] In an example embodiment, the instructions are executable to enhance presentation of a non-XR computer game on a display at least in part by presenting, on the display, a high perspective distance-based level of detail in the ROG based on the distance of the detail from a center of the ROG, and successively presenting lower perspective distance-based levels of detail such that more detail is shown as receding into the distance in the ROG than outside the ROG.

[0013] In an example, the instructions are executable to enhance presentation of a non-XR computer game on a display at least in part by presenting video in the ROG at a higher frame rate than presenting the video external to the ROG.

[0014] Optionally, the instructions are executable to enhance presentation of a non-XR computer game on a display at least in part by presenting at least one user interface (UI), the at least one UI having at least a first selector selectable to invoke a first enhancement in the ROG and at least a second selector selectable to invoke a second enhancement in the ROG.

[0015] In some embodiments, the instructions are executable to enhance presentation of a non-XR computer game on a display at least in part by presenting an additional virtual screen on the display.

[0016] In one example, the instructions are executable to enhance presentation of a non-XR computer game on a display at least in part by correlating the ROG with at least one user input signal.

[0017] In another aspect, a method includes receiving a computer simulation originally created for presentation on a non-extended reality (XR) system; and presenting the computer simulation on a virtual display within the XR display with at least one augmentation based at least in part on a region of gaze (ROG) of an individual relative to the virtual display.

[0018] In another aspect, a device having at least one computer memory that is not a transitory signal and includes instructions executable by at least one processor to receive a non-XR computer game configured for presentation on a two-dimensional (2D) display and repaired, upgraded, or remastered for presentation on an extended reality (XR) display. The instructions are executable to present the computer game based at least in part on a region of gaze (ROG) of a wearer of the XR display.

[0019] The details of the present application as to its structure and operation may be best understood with reference to the accompanying drawings, in which like reference numerals refer to like parts, and in which: BRIEF DESCRIPTION OF THE DRAWINGS

[0020] Figure 1 Describes a VR system for an individual and configured as a head mounted device or HMD;

[0021] Figure 2 Illustrate example logic for using a region of gaze (ROG) of a wearer of an HMD system to enhance the presentation of a non-XR computer game on the system in an example flow chart format;

[0022] Figure 3 Describe an example user interface (UI) that allows an individual to select between various enhancements;

[0023] Figure 4 Example logic for a host gaming system such as a computer game console and / or an HMD system is illustrated in an example flow chart format;

[0024] Figure 5 Describing example logic for example ROG-based enhancements in example flow chart format;

[0025] Figure 6 and Figure 7 are additional instances based on ROG's enhanced instance screen; and

[0026] Figure 8 is a block diagram of an example system according to the principles of the present invention and a perspective view of an example head mounted device. DETAILED DESCRIPTION

[0027] The present disclosure generally relates to a computer ecosystem including aspects of a network of consumer electronics (CE) devices, such as, but not limited to, a computer gaming network. The system herein may include server and client components that may be connected via a network so that data may be exchanged between the client and server components. The client components may include one or more computing devices including a gaming console, such as a Sony Or game consoles made by Microsoft or Nintendo or other manufacturers, virtual reality (VR) head-mounted devices, mixed reality (MR) head-mounted devices, augmented reality (AR) head-mounted devices, portable televisions (e.g., smart TVs, TVs with Internet functions), portable computers such as laptops and tablet computers, and other mobile devices including smartphones and additional examples discussed below. These client devices can operate with a variety of operating environments. For example, as an example, some of the client computers may use a Linux operating system, an operating system from Microsoft, or a Unix operating system, or an operating system produced by Apple, Inc. or Google, or a Berkeley Software Distribution or Berkeley Standard Distribution (BSD) OS (including descendants of BSD). These operating environments can be used to execute one or more browsing programs, such as browsers made by Microsoft or Google or Mozilla, or other browser programs that can access websites hosted by Internet servers discussed below. In addition, an operating environment according to the principles of the present invention can be used to execute one or more computer game programs.

[0028] A server and / or gateway may be used, which may include one or more processors that execute instructions that configure the server to receive and transmit data over a network such as the Internet. Alternatively, the client and server may be connected via a local intranet or virtual private network. The server or controller may be connected via, for example, a Sony A personal computer or a game console can be used as an example.

[0029] Information may be exchanged between the client and the server over the network. To this end and for security, the server and / or client may include firewalls, load balancers, temporary storage devices and proxies, as well as other network infrastructure for reliability and security. One or more servers may form an apparatus for implementing the method of providing a secure community to network members, such as an online social networking site or a player network.

[0030] The processor may be a single chip or a multi-chip processor that may execute logic with the aid of various lines such as address lines, data lines, and control lines, as well as registers and shift registers.

[0031] The components included in one embodiment may be used in other embodiments in any appropriate combination. For example, any of the various components described herein and / or depicted in the figures may be combined, interchanged, or excluded from other embodiments.

[0032] “A system having at least one of A, B, and C” (similarly, “a system having at least one of A, B or C” and “a system having at least one of A, B, C”) includes systems having A alone, B alone, C alone, A and B together, A and C together, B and C together, and / or A, B and C together.

[0033] Reference Figure 1 , shows a virtual reality (VR) headset 100 that may be worn by an individual 102 to play a VR computer game. The pose (position and orientation) of the individual's head and / or eyes 104 may be tracked, for example, by analyzing images of the individual from a camera on the headset 100, to determine a region of gaze (ROG) 106 relative to the headset 100 for purposes to be disclosed shortly. It should be understood that the ROG may be signaled to various games and applications running on a host system connected to the VR system. The signal may include coordinates of the gaze, coordinates and radius of the gaze, coordinates of a box defining a gaze region, or other parameters for communicating a gaze region from the VR system to a game or application.

[0034] Now turn Figure 2 , starting from block 200, based on the principle of head / eye tracking, using e.g. Figure 1 The camera image of the individual in the image may be used to track the eyes and / or head of the individual. Additionally or alternatively, other sensors (e.g., motion sensors, such as an inertial measurement unit (IMU)) may be used for this purpose. Proceeding to block 202, based on the tracking at block 200, determine Figure 1 ROG106 in the VR system, and at box 204 sends a message to various games and applications running on a host system connected to the VR system.

[0035] Existing non-XR games / applications may be patched, upgraded, or remastered to support the use of console systems (such as but not limited to 5 console) is for VR systems (such as but not limited to ROG apps provided by the company for system software that renders games on VR2 systems to enhance the presentation of non-XR games.

[0036] For example, one such enhancement may be implemented at block 206 where a higher fidelity or resolution video is presented within the ROG 106 and a lower fidelity or resolution video is presented outside the ROG 106 on the head mounted device 100. Thus, the foveated rendering system allocates more or the same graphics resources to the area under gaze of the virtual screen while reducing graphics resources for areas outside the gaze area of ​​the virtual screen. Foveated rendering is applicable not only to game video, but also to enhanced graphics where higher resolution / quality textures, geometry, and shading may occur in a high fidelity area (ROG 106) compared to lower quality areas of the TV (outside the ROG 106) and standard rendering.

[0037] Additionally, as indicated at block 208, the amount of graphical detail may be increased within the ROG 106 rather than outside of the ROG 106. Examples of such detail include rendering a greater number of non-player characters (NPCs) and objects in a scene within the ROG 106 than would otherwise be rendered or rendered in an area of ​​the display external to the ROG 106. Additionally or alternatively, the fidelity of objects, such as NPCs, may be greater within the ROG than outside of the ROG.

[0038] Block 210 indicates that another example enhancement may include increased drawing distance, where more details are shown receding into the distance in the ROG 106 compared to a standard rendering of the TV that may be implemented for a display area external to the ROG.

[0039] Again, block 212 indicates that another example enhancement may include increasing the frame rate (FR) within the ROG 106 as compared to the FR outside the ROG 106. For example, a graphically rich game that normally runs at a low frame rate may run at a higher frame rate within the ROG 106. For example, a game that is normally presented as a thirty frames per second (30fps) game may run at 60fps, or a 60fps game may run at 90fps or 120fps.

[0040] Additionally, block 214 indicates that graphically dense but separate features may be integrated, and a user (eg, individual 102) may be given the option to select one of a plurality of feature combinations. Figure 3 Further explanation.

[0041] exist Figure 3In the example, a display 300, such as any display herein, may present a user interface (UI) visually, audibly, tactilely, or any combination thereof, wherein a prompt 302 may be presented for an individual to select which enhancement the individual desires to be implemented within the ROG. In the example shown, a first option 304 and a second option 306 are presented for selection. The example option 304 includes implementing both ray tracing and high-quality rendering in the ROG at a relatively low (e.g., thirty) frame rate, while the second example option 306 may include not implementing ray tracing and implementing lower-quality rendering, but at a higher (e.g., sixty) frame rate. It should be understood that such a system may allow users wearing a VR HMD system to experience non-XR games and applications with higher fidelity graphics than those shown on a standard TV. It should be further understood that developers of non-XR games or applications may choose to limit or remove user selection of ROG enhancements and select a set of ROG enhancements themselves.

[0042] Figure 4 As an alternative to or in conjunction with the above, foveated rendering may free up graphics resources (e.g., 50% of graphics processing resources) on the host system to enable increased fidelity and complexity of a virtual screen presentation at block 402, the virtual screen including graphical objects surrounding the virtual screen. Foveated rendering enables the virtual screen to be surrounded by graphical assets associated with a non-XR game played through the VR system. In addition to patching, upgrading, or remastering non-XR games for ROG applications, developers may also provide 3D graphics assets to be rendered around the virtual screen.

[0043] As indicated at block 404, second screen functionality may be enabled through foveated rendering. Figure 6 and Figure 7 , illustrating that the display 600 (e.g., the head mounted device 100), the game content 602 (e.g., the map screen, the weapon inventory screen, the user chat window, etc.) may alternatively be simultaneously shown ( Figure 7 ) is an additional virtual screen, and the game content is displayed on the head mounted device 100 ( Figure 6 ) may have been hidden behind user interactions such as button presses or in-game menus 604 in conventional rendering of non-XR games.

[0044] Thus, one or more additional virtual screens may be automatically arranged by the game developer and / or user around the primary non-XR gaming virtual screen to simultaneously provide the user with a multi-screen setup similar to multi-monitor PC gaming. This allows the user to play their non-XR game and be able to browse their map, inventory, chat, etc. without interrupting their primary gameplay flow.

[0045] Return now Figure 5, which illustrates how the use of foveated rendering to enhance the presentation of ROG 106 can be used to enhance user interaction. Developers can use the ROGs provided by this system to enhance their existing games / applications or develop completely new games / applications. For example, developers of strategy games with many user interface elements (maps, weapon selection, inventory, statistics, skill trees, deployment screens, etc.) can use ROGs to simplify the user experience. At box 500, the number of button presses, joystick movements, menu options, etc. can be reduced by inferring user intent from the ROG, where, for example, the ROG superimposed on an object such as a weapon can call up the presentation of a menu related to the object (e.g., a weapon selection menu) at box 502. Therefore, at box 504, the user can gaze at a new item in the menu (e.g., a weapon) to select and press a single button, or simply let his gaze rest on the selected item to activate its selection. This system can reduce the time and complexity of various game user interactions (the number of button presses, menus, submenus, etc.) without removing those features from the game.

[0046] In addition to the above, the location history of ROG 106 over time can be used for user interaction analysis. Developers can use ROG in patched, upgraded or remastered games to collect statistics from users and determine where in their games or applications attract the most user interest, or alternatively cause distraction. Game developers can use this data to improve the user experience, enhance graphics and / or gameplay, or remove unwanted distractions based on the user's ROG.

[0047] It should be appreciated that while the above example system is described as a virtual reality (VR) system using a user's ROG, this system can be applied to augmented reality (AR) or mixed reality (MR), where non-XR games are played on virtual screens that are augmented to real-world locations and displayed within an optical and / or video see-through AR head-mounted display.

[0048] refer to Figure 8, an example system 10 is shown, which may include one or more of the example devices mentioned above and further described below in accordance with the principles of the present invention. The first of the example devices included in the system 10 is a consumer electronics (CE) device, such as an audio video device (AVD) 12, such as, but not limited to, an Internet-enabled TV with a TV tuner (equivalently, a set-top box that controls the TV). Alternatively, the AVD 12 may also be a computerized Internet-enabled ("smart") phone, a tablet computer, a notebook computer, a head-mounted device (HMD) and / or a head-mounted device (e.g., smart glasses or a VR head-mounted device), another wearable computerized device, a computerized Internet-enabled music player, a computerized Internet-enabled headset, a computerized Internet-enabled implantable device (e.g., an implantable skin device), etc. In any case, it should be understood that the AVD 12 is configured to perform the principles of the present invention (e.g., communicate with other CE devices to perform the principles of the present invention, execute the logic described herein, and perform any other functions and / or operations described herein).

[0049] Thus, to carry out such principles, AVD 12 may be built from some or all of the components shown. For example, AVD 12 may include one or more touch-enabled displays 14, which may be implemented by a high-definition or ultra-high-definition "4K" or higher flat screen. One or more touch-enabled displays 14 may include, for example, a capacitive or resistive touch sensing layer with an electrode grid for touch sensing consistent with the principles of the present invention.

[0050] AVD 12 may also include one or more speakers 16 for outputting audio according to the principles of the present invention, and at least one additional input device 18, such as an audio receiver / microphone, for inputting audible commands to AVD 12 to control AVD 12. Example AVD 12 may also include one or more network interfaces 20 to communicate through at least one network 22 such as the Internet, WAN, LAN, etc. under the control of one or more processors 24. Therefore, interface 20 may be, but is not limited to, a Wi-Fi transceiver as an example of a wireless computer network interface, such as, but not limited to, a mesh network transceiver. It should be understood that processor 24 controls AVD 12 to perform the principles of the present invention, including other elements of AVD 12 such as controlling display 14 to present images thereon and receiving input therefrom as described herein. In addition, it should be noted that network interface 20 may be a wired or wireless modem or router, or other suitable interfaces such as a wireless telephone transceiver, or a Wi-Fi transceiver as mentioned above, etc.

[0051] In addition to the foregoing, the AVD 12 may also include one or more input and / or output ports 26, such as a high-definition multimedia interface (HDMI) port or a universal serial bus (USB) port, to physically connect to another CE device and / or a headphone port to connect a headphone to the AVD 12, so as to present the audio from the AVD 12 to the user through the headphone. For example, the input port 26 may be connected to a cable TV or satellite source 26a of audio-video content via a wire or wirelessly. Thus, the source 26a may be a separate or integrated set-top box or satellite receiver. Alternatively, the source 26a may be a game console or disk player containing content. The source 26a may include some or all of the components described below relative to the CE device 48 when implemented as a game console.

[0052] AVD 12 may further include one or more computer memory / computer readable storage media 28, such as disk-based or solid-state storage devices that are not transient signals, implemented in the chassis of the AVD as a standalone device in some cases, or as a personal video recording device (PVR) or video player inside or outside the chassis of the AVD for playback of AV programs, or as a removable storage medium or server described below. In addition, in some embodiments, AVD 12 may include a positioning or location receiver, such as but not limited to a cell phone receiver, a GPS receiver, and / or an altimeter 30, which is configured to receive geolocation information from a satellite or cell phone base station and provide the information to the processor 24 and / or determine the altitude at which the AVD 12 is placed in conjunction with the processor 24. Component 30 may also be implemented by an inertial measurement unit (IMU), which typically includes a combination of accelerometers, gyroscopes, and magnetometers to determine the position and orientation of the AVD 12 in three dimensions or through event-based sensors.

[0053] Continuing the description of AVD 12, in some embodiments, AVD 12 may include one or more cameras 32, which may be thermal imaging cameras, digital cameras such as webcams, event-based sensors, and / or cameras integrated into AVD 12 and controllable by processor 24 to collect pictures / images and / or videos according to the principles of the present invention. AVD 12 may also include a Bluetooth transceiver 34 and other near field communication (NFC) elements 36 for communicating with other devices using Bluetooth and / or NFC technology, respectively. Example NFC elements may be radio frequency identification (RFID) elements.

[0054] Still further, AVD 12 may include one or more auxiliary sensors 38 (e.g., pressure sensors, motion sensors (e.g., accelerometers, gyroscopes, rotarods, or magnetic sensors), infrared (IR) sensors, optical sensors, speed and / or cadence sensors, event-based sensors, gesture sensors (e.g., for sensing gesture commands)) that provide input to processor 24. For example, one or more of auxiliary sensors 38 may include one or more pressure sensors that form a layer of touch-enabled display 14 itself, and may be, but are not limited to, piezoelectric pressure sensors, capacitive pressure sensors, piezoresistive strain gauges, optical pressure sensors, electromagnetic pressure sensors, etc.

[0055] AVD 12 may also include an air TV broadcast port 40 for receiving OTA TV broadcasts to provide input to processor 24. In addition to the foregoing, it should be noted that AVD 12 may also include an infrared (IR) transmitter and / or an IR receiver and / or an IR transceiver 42, such as an IR data association (IRDA) device. A battery (not shown) may be provided for powering AVD 12, such as a kinetic energy harvester that can convert kinetic energy into electricity to charge the battery and / or power AVD 12. A graphics processing unit (GPU) 44 and a field programmable gate array 46 may also be included. One or more tactile / vibration generators 47 may be provided to generate tactile signals that can be sensed by an individual holding the device or in contact with the device. Thus, the tactile generator 47 may vibrate all or part of the AVD 12 using an electric motor connected to an off-center and / or unbalanced weight via a rotatable shaft of the motor, such that the shaft may rotate under the control of the motor (which in turn may be controlled by, for example, a processor 24) to produce vibrations of various frequencies and / or amplitudes in various directions as well as force simulation.

[0056] In addition to the AVD 12, the system 10 may also include one or more other CE device types. In one example, the first CE device 48 may be a computer game console that can be used to send computer game audio and video to the AVD 12 via commands sent directly to the AVD 12 and / or through a server described below, while the second CE device 50 may include components similar to the first CE device 48. In the example shown, the second CE device 50 may be configured as a computer game controller controlled by a player or a head-mounted display (HMD) worn by a player. The HMD may include a transparent or opaque display for presenting XR content, respectively.

[0057] In the example shown, only two CE devices are shown, but it should be appreciated that fewer or more devices may be used. The devices herein may implement some or all of the components shown for AVD 12. Any of the components shown in the following figures may incorporate some or all of the components shown in the context of AVD 12.

[0058] Reference is now made to the aforementioned at least one server 52, which includes at least one server processor 54, at least one tangible computer-readable storage medium 56 (e.g., a disk-based or solid-state storage device), and at least one network interface 58, which allows communication with other illustrated devices over the network 22 under the control of the server processor 54, and can actually facilitate communication between the server and client devices in accordance with the principles of the present invention. It should be noted that the network interface 58 can be, for example, a wired or wireless modem or router, a Wi-Fi transceiver, or other suitable interface, such as a wireless telephone transceiver.

[0059] Thus, in some embodiments, server 52 may be an Internet server or an entire server "cluster" and may include and perform "cloud" functionality such that the devices of system 10 may access the "cloud" environment via server 52 in an example embodiment for, for example, a networked gaming application. Alternatively, server 52 may be implemented by one or more gaming consoles or other computers in the same room or nearby as the other devices shown.

[0060] The components shown in the following figures may include some or all of the components shown herein.Any user interfaces (UIs) described herein may be merged and / or extended, and UI elements may be mixed and matched between UIs.

[0061] While particular embodiments are herein shown and described in detail, it is to be understood that the subject matter encompassed by the present invention is limited only by the claims.

Claims

1. An assembly comprising: Head-worn extended reality (XR) displays ("Displays"); At least one processor configured with instructions to: determining a region of gaze (ROG) of a wearer of the display relative to the display; and Based at least in part on the ROG, a presentation of at least one non-extended reality (XR) computer game on the display is enhanced.

2. The assembly of claim 1, wherein the instructions are executable to determine the ROG based at least in part on an image of the wearer from a camera.

3. The assembly of claim 1, wherein the instructions are executable to enhance presentation of the non-XR computer game on the display at least in part by: Video is presented on the display in the ROG with higher fidelity than video is presented on the display external to the ROG.

4. The assembly of claim 1, wherein the instructions are executable to enhance presentation of the non-XR computer game on the display at least in part by: Graphics are presented on the display in the ROG with higher fidelity than graphics are presented on the display external to the ROG.

5. The assembly of claim 1, wherein the instructions are executable to enhance presentation of the non-XR computer game on the display at least in part by: A highest amount of graphical detail is presented on the display within the ROG, and successively lower amounts of graphical detail are presented on the display outside of the ROG, based on the distance of the graphical detail from the center of the ROG.

6. The assembly of claim 5, wherein the graphical details include fidelity of animation, geometry, textures, lighting, and shading of at least non-player characters (NPCs).

7. The assembly of claim 1, wherein the instructions are executable to enhance presentation of the non-XR computer game on the display at least in part by: Based on the distance of the detail from the center of the ROG, a detail level based on a highest perspective distance is presented on the display within the ROG, and successively lower detail levels based on perspective distance are presented such that more detail is shown as receding into the distance within the ROG than outside the ROG.

8. The assembly of claim 1, wherein the instructions are executable to enhance presentation of the non-XR computer game on the display at least in part by: Video is presented in the ROG at a higher frame rate than when the video is presented externally to the ROG.

9. The assembly of claim 1, wherein the instructions are executable to enhance presentation of the non-XR computer game on the display at least in part by: At least one user interface (UI) is presented, the at least one UI including at least a first selector selectable to invoke a first enhancement in the ROG and at least a second selector selectable to invoke a second enhancement in the ROG.

10. The assembly of claim 1, wherein the instructions are executable to enhance presentation of the non-XR computer game on the display at least in part by: At least one additional virtual screen is presented on the display.

11. The assembly of claim 1 , wherein the instructions are executable to enhance presentation of the non-XR computer game on the display at least in part by: The ROG is correlated with at least one user input signal.

12. A method comprising: Receiving a computer simulation originally created for presentation on a non-extended reality (XR) system; as well as The computer simulation is presented on an XR display with at least one augmentation based at least in part on a region of gaze (ROG) of an individual relative to the display.

13. The method of claim 12, wherein the enhancing comprises: Graphics are presented on the display in the ROG with higher fidelity than graphics are presented on the display external to the ROG.

14. The method of claim 12, wherein the enhancing comprises: A first amount of graphical detail is presented on the display within the ROG based on the distance of the graphical detail from the center of the ROG, and a lower amount of graphical detail is presented continuously.

15. The method of claim 12, wherein the enhancing comprises: A first drawing distance is presented on the display in the ROG and a second drawing distance is presented on the display in an area outside the ROG such that more detail is shown receding into the distance in the ROG than outside the ROG.

16. The method of claim 12, wherein the enhancing comprises: Video is presented in the ROG at a higher frame rate than when the video is presented externally to the ROG.

17. The method of claim 12, wherein the enhancing comprises: At least one user interface (UI) is presented, the at least one UI including at least a first selector selectable to invoke a first enhancement in the ROG and at least a second selector selectable to invoke a second enhancement in the ROG.

18. The method of claim 12, wherein the enhancing comprises: At least one additional virtual screen is presented on the display.

19. The method of claim 12, wherein the enhancing comprises: The ROG is correlated with at least one user input signal.

20. An apparatus comprising: At least one computer memory that is not a transitory signal and includes instructions executable by at least one processor to: Receiving a computer game configured for presentation on a non-extended reality (XR) display and patched, upgraded, or remastered for presentation on an extended reality (XR) display; as well as The computer game is presented based at least in part on a region of gaze (ROG) of a wearer of the XR display.