Update foveation default settings to 'medium' for Quest compatibility

This commit is contained in:
iChris4 committed 2026-09-26 22:12:42 +02:00
1 parent c536f0087d
commit 333b263e9b
5 files changed
+21 -9

No files matched your search

+6 -4
View File
@@ -211,7 +211,7 @@ its CPU and GPU domains: `boost`, `sustained_high`, `sustained_low`, `power_savi
request (see `docs/quest-port.md`); desktop runtimes rarely offer the extension, and the setting
then does nothing. It is read at launch, and the session log records whether the runtime accepted
it and any later performance notification (a thermal or rendering warning).
`foveation` (Quest only, default `off`) shades the edges of the immersive race view more coarsely:
`foveation` (Quest only, default `medium`) shades the edges of the immersive race view more coarsely:
`off`, `low`, `medium` or `high`, see [Foveated rendering](#foveated-rendering). A session launched
with it off runs without fragment density maps, so going from `off` to a level takes a restart;
between levels, and back to `off`, it is live from the headset panel's VR tab. The launcher's
@@ -914,9 +914,11 @@ interleaved within one session (`docs/quest-port.md` has the method).
At the Quest's default 0.8 an eye's time goes mostly to geometry and to storing its tiles at full
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. The Quest's GPU applies the density per screen tile, and inside a
density map verifiably applies (4x4 blocks at the view's edges on High). At higher render scales it
takes 8 to 22% off the eyes, which is where it earns its keep, bought with a softer periphery. The
Quest defaults to `medium` all the same: it costs nothing measurable at 0.8, it is already on when
the render scale is raised, and a session launched with a level can change it live, where one
launched with `off` needs a restart. 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