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Documented foveation on SNES Ghost Valley 2
- Retro Rewind's SNES Ghost Valley 2 at render_scale 1.0, GPU-bound at about 40 FPS: merging the eye passes lifts it from 38.9 to 41.5 FPS (app GPU 23.3 to 21.7 ms), and no foveation level raises the frame rate further. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -670,7 +670,9 @@ At the Quest's default 0.8 an eye's time goes mostly to geometry and to storing
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resolution. The Wii's shading is cheap, so foveation saves nothing measurable there, although the
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density map verifiably applies (4x4 blocks at the view's edges on High). That is why it defaults to
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`off`. At higher render scales it takes 8 to 22% off the eyes, which is where it earns its keep,
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bought with a softer periphery.
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bought with a softer periphery. It is no fix for a heavy track: on Retro Rewind's SNES Ghost Valley
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2 at 1.0, GPU-bound at about 40 FPS, no level raised the frame rate, while merging the eye passes
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did (39 to 41.5 FPS).
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## Diagnostics
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@@ -170,10 +170,17 @@ at 0.8, and 492 to 525 MHz at 1.3, the unfoveated windows running at the higher
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- A compositor screenshot (`TAKE_SCREENSHOT`, headset still on a desk) at High shows 4x4 pixel
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blocks on the kart body at the bottom of the view, and smooth shading with foveation off.
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So at the default render scale an eye's time is mostly geometry and full-resolution tile stores,
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which a density map does not reduce (the stores stay full size for non-subsampled images).
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Foveation stays off by default; it pays when `render_scale` is raised. Heavy Retro Rewind tracks
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such as SNES Ghost Valley 2 were not measured.
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- Retro Rewind's SNES Ghost Valley 2 at `render_scale` 1.0 (1680x1760), paused at the
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countdown, GPU-bound at clock 640 MHz. That session ran without `fpslog`, so these are the
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compositor's figures per setting (headset FPS, app GPU time, GPU busy). One render pass per
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recorded pass: 38.9 FPS, 23.3 ms, 97%. Merged: 41.5 FPS, 21.7 ms, 96%. Low, Medium and High:
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40.3, 39.4 and 39.6 FPS at 22.2, 22.4 and 22.0 ms, with the GPU busy falling to 95, 94 and 94%.
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The merge helps here too, and no foveation level raised the frame rate.
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So an eye's time on these tracks is mostly geometry and full-resolution tile stores, which a
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density map does not reduce (the stores stay full size for non-subsampled images). Foveation
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stays off by default; it pays only when `render_scale` makes the eyes pixel-bound, as at 1.3 on
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Luigi Circuit.
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### Controllers
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