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In this post, I am going to show you how to integrate Variable Rate Shading (VRS) with your Unreal Engine project in order to enable Foveated Rendering using the HTC Vive Pro Eye headset. This article is going to focus on Unreal Engine. If you are using Unity instead of Unreal Engine then you can use the Vive Foveated Rendering plugin from the Unity Asset Store or the Github page. It is assumed that you’re somewhat familiar with Unreal Engine, C++ and Blueprints. Requirements HTC Vive Pro Eye headset VR Ready Quadro (Quadro Desktop: Quadro 4000 card and higher, Quadr