mirror of
https://github.com/mitch030504/Wiicompiled_VR_Frame.git
synced 2026-10-06 05:00:27 +02:00
Update foveation default settings to 'medium' for Quest compatibility
This commit is contained in:
1 parent
c536f0087d
commit
333b263e9b
5 files changed
+21
-9
No files matched your search
@@ -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
|
||||
|
||||
Reference in new issue
Block a user