Added support for foveated rendering on PCVR. Utilising eye-tracking technology, foveated rendering concentrates rendering resources at the centre of your vision, sharpening and beautifying the details you focus on.
Two sentences, and no bullet anywhere in the announcement Hello Games posted the same morning. No Man’s Sky now has a PC VR rendering path it did not have yesterday, and Hello Games filed it right after two upscalers.
What that line actually buys you
If you have not run into the idea before: a headset draws a wide, very dense image, and your eye only resolves real detail in a small cone at the middle of it. Everything in your periphery is being rendered at full quality for nobody. Track where the eye is pointed, drop resolution everywhere it is not, and a meaningful slice of your GPU budget comes back to the part of the frame you are actually looking at. On a game that eats hardware the way this one does, that is not a nicety.
Then read the second sentence again. Utilising eye-tracking technology. Your PC headset has to track your eyes, and the list of PC headsets that do is short. Alex Reeves made the case in April, reviewing the Bigscreen Beyond 2, that dynamic foveated rendering on a 13-megapixel headset “is not a luxury, it is a practical requirement.” He was talking about running sims at native resolution. He may as well have been talking about this.
PSVR2 owners on PC, read this part twice
There is a version of this where the most common eye-tracking headset in PC VR gets the feature and everybody wins, and it is not the version we got. Sony’s own announcement of the PC adapter says that “HDR, headset feedback, eye tracking, adaptive triggers, and haptic feedback (other than rumble), are not available when playing on PC.” Plug a PSVR2 into a PC and the eye tracking is off. Hello Games’ new path needs it on. Keep the headset on a PS5, where Sony leaves the eye tracking working, and none of this applies to you.
While I was checking that, I found something we got wrong. Our May piece arguing PSVR2 was the best deal in VR summed up what the adapter strips as “No headset rumble. No eye tracking. No foveated rendering.” The first two are right. The third is not. The same Sony post lists foveated rendering “(without eye tracking)” among the things that do work on PC, meaning the fixed kind, aimed at the middle of the lens whether you are looking there or not. It is a real distinction, it is the whole distinction in this story, and we should have had it right. There is a dated correction on that article now.
The other VR entries are housekeeping, and I mean that as a compliment
Four more lines in Cosmos mention VR, and none of them is a feature. The Corvettes section fixes an issue with recolouring Corvette-class ships in VR. The quality-of-life section increases the readability of the Exocraft UI in VR, and fixes a black screen that could happen in VR if you had GTAO switched off. Then there is this one:
Fixed an issue with the “Switch Base” controller binding on PSVR Move controllers.
Move controllers. The wands, on the original PSVR, which the Steam page still lists among the platforms this game plays across. Somebody at Hello Games sat down in 2026 and fixed a Switch Base binding for those players. That is not a strategy. It is somebody deciding a small number of people still count.
The spacewalk question nobody can answer yet
Cosmos also rebuilt going outside. Every pilot can now leave the ship, not only the ones flying a Corvette, through an eject button in the Quick Menu. And then:
Deepened and expanded spacewalking, adding true six degrees of freedom movement, including roll.
Roll.
