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Update default config and readme
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fholger committed Mar 18, 2022
1 parent bb50349 commit ff73f20
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6 changes: 5 additions & 1 deletion README.md
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Expand Up @@ -21,9 +21,13 @@ Planned mods:

Supported VR runtimes:

* Oculus (in alpha)
* Oculus
* OpenVR

Supported graphics APIs:

* Direct3D 11

## Installation

Extract `dxgi.dll` and `vrperfkit.yml` next to the game's main executable.
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19 changes: 16 additions & 3 deletions vrperfkit.yml
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Expand Up @@ -8,14 +8,14 @@ upscaling:
# - fsr (AMD FidelityFX Super Resolution)
# - nis (NVIDIA Image Scaling)
# - cas (AMD FidelityFX Contrast Adaptive Sharpening)
method: fsr
method: cas

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@Angeloss

Angeloss Jul 4, 2022

why is cas the new default method? is it better than fsr?

# control how much the render resolution is lowered. The renderScale factor is
# applied to both width and height. So if renderScale is set to 0.5 and you
# have a resolution of 2000x2000 configured in SteamVR, the resulting render
# resolution is 1000x1000.
# NOTE: this is different from how render scale works in SteamVR! A SteamVR
# render scale of 0.5 would be equivalent to renderScale 0.707 in this mod!
renderScale: 0.77
renderScale: 0.9
# configure how much the image is sharpened during upscaling.
# This parameter works differently for each of the upscaling methods, so you
# will have to tweak it after you have chosen your preferred upscaling method.
Expand Down Expand Up @@ -48,7 +48,7 @@ upscaling:
# available on NVIDIA RTX and GTX 16xx cards.
fixedFoveated:
# enable (true) or disable (false) fixed foveated rendering
enabled: false
enabled: true
# configure the end of the inner circle, which is the area that will be rendered at full resolution
innerRadius: 0.6
# configure the end of the second ring, which will be rendered at half resolution
Expand All @@ -57,6 +57,17 @@ fixedFoveated:
outerRadius: 1.0
# the remainder of the image will be rendered at 1/16th resolution

# when reducing resolution, prefer to keep horizontal (true) or vertical (false) resolution?
favorHorizontal: true

# when applying fixed foveated rendering, vrperfkit will do its best to guess when the game
# is rendering which eye to apply a proper foveation mask.
# However, for some games the default guess may be wrong. In such instances, you can uncomment
# and use the following option to change the order of rendering.
# Use letters L (left), R (right) or S (skip) to mark the order in which the game renders to the
# left or right eye, or skip a render target entirely.
#overrideSingleEyeOrder: LRLRLR

# Enabling debugMode will visualize the radius to which upscaling is applied (see above).
# It will also output additional log messages and regularly report how much GPU frame time
# the post-processing costs.
Expand Down Expand Up @@ -89,3 +100,5 @@ hotkeys:
captureOutput: ["ctrl", "f8"]
# toggle fixed foveated rendering
toggleFixedFoveated: ["alt", "f1"]
# toggle if you want to prefer horizontal or vertical resolution
toggleFFRFavorHorizontal: ["alt", "f2"]

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