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Refactor VR settings: remove deprecated options and update eye replay handling
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@@ -144,7 +144,7 @@ Aurora (`lib/webgpu/fdm.cpp`, `lib/gfx/foveation.hpp`) builds one map per eye,
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32 pixels per texel (42x44 for 1344x1408 eyes). The map is centred on that eye's
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forward direction and rebuilt when the eye's size, field of view or level
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changes. It is bound to a second view of the eye texture that only a
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single-render-pass immersive eye renders through (`single_pass_eyes`). Density
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single-render-pass immersive eye renders through (every eye, by default). Density
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bytes are 255, 127 and 63: a fragment covers 1/density pixels rounded down to a
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supported size, so a half written as 128 could round back to one pixel.
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Changing the level is live. The launch decides whether the device has density
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@@ -919,7 +919,7 @@ the app:
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| `debug.wiicompiled.vtxpad 0` | Turns the stride padding off, to re-check a driver update |
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| `debug.wiicompiled.validation 1` | Keeps WebGPU validation and robustness on in release builds |
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| `debug.wiicompiled.panel_layer 0` | Draws the headset settings panel into the eye images instead of on its own quad layer (`OPENXR.md`, Settings in the headset); read about once a second, so it can be switched while the panel is open |
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| `debug.wiicompiled.eye_passes 0` | Replays each eye in one render pass per recorded pass, as before `single_pass_eyes` (`OPENXR.md`); `1` forces the single pass and an empty value restores the setting. Read about once a second, for A/B timing inside one session |
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| `debug.wiicompiled.eye_passes 0` | Replays each eye in one render pass per recorded pass, as before eyes were drawn in a single pass (`OPENXR.md`); `1` or an empty value restores the single pass. Read about once a second, for A/B timing inside one session |
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| `debug.wiicompiled.foveation <0-3>` | Overrides the foveation level (off, low, medium, high) within one session; an empty value restores the setting. Needs a session launched with foveation on. Read about once a second |
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| `debug.wiicompiled.fdm 0` | Launches without fragment density maps at all, whatever `foveation` says, which also drops their flag from every pipeline; `1` asks for them even with `foveation = "off"` |
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| `debug.wiicompiled.inject <n>:<button>` | Presses `a`, `b`, `x`, `y`, `start`, `up`, `down`, `left` or `right` for 12 XR frames each time `<n>` changes. As a Wii Remote, `x`/`y`/`start` are 1/2/+, the directions push the Nunchuk stick, and `home`, `c` and `z` also exist. `panel` presses the settings panel's button (left Y, or both thumbsticks as a gamepad), opening or closing it (see `OPENXR.md`). `flick` plays the bare hands' flick, one 150 ms shake of the remote (a trick off a ramp, a wheelie on a bike), with the controllers or none |
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