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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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