From 1969dda0bfbcd38c1ec5237fc84583da503ea10e Mon Sep 17 00:00:00 2001 From: iChris4 Date: Thu, 24 Sep 2026 20:05:39 +0200 Subject: [PATCH] Documented foveation's tile artifacts on fine animated textures - The Quest's GPU applies the fragment density per screen tile and samples textures at a coarser level inside reduced-rate tiles, so fine animated detail such as Retro Rewind's swamp goo shows square tile edges at the periphery. Co-Authored-By: Claude Opus 5.5 --- OPENXR.md | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/OPENXR.md b/OPENXR.md index 7b8aebc..1780aa6 100644 --- a/OPENXR.md +++ b/OPENXR.md @@ -670,7 +670,10 @@ At the Quest's default 0.8 an eye's time goes mostly to geometry and to storing resolution. The Wii's shading is cheap, so foveation saves nothing measurable there, although the density map verifiably applies (4x4 blocks at the view's edges on High). That is why it defaults to `off`. At higher render scales it takes 8 to 22% off the eyes, which is where it earns its keep, -bought with a softer periphery. It is no fix for a heavy track: on Retro Rewind's SNES Ghost Valley +bought with a softer periphery. The Quest's GPU applies the density per screen tile, and inside a +reduced-rate tile it also samples textures one level blurrier per halving. Most surfaces hide it, +but fine animated detail does not: on Retro Rewind's swamp goo the tiles show as squares where the +ripples give way to a smoother look. It is no fix for a heavy track: on Retro Rewind's SNES Ghost Valley 2 at 1.0, GPU-bound at about 40 FPS, no level raised the frame rate, while merging the eye passes did (39 to 41.5 FPS).