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Add adaptive resolution for the immersive eyes
[vr] adaptive_resolution (off by default, in the VR tab) lowers the race's eye resolution by 10% steps, down to 70%, while new eye frames fall below 85% of the game's 60 FPS, and raises it again after three seconds on time. Adapted from heurazy/Wiicompiled_VR-PLUS. The eyes render into the top-left corner of the full swapchain image and the projection layer shows only that corner, so the compositor upscales them and no swapchain is recreated, unlike render_scale. The Linux same-device bridge now copies an eye smaller than its target; the Quest's bridge and layer already did. The PC's D3D12 path copies whole eyes, so the setting is not offered on Windows. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Sabhzu6VgoWcHtpSk4C9KZ
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@@ -84,6 +84,9 @@ int main() {
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Require(Parse("[vr]\nrepeat_frames = false\n").vrRepeatFrames == false);
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Require(!Parse("[vr]\nrepeat_frames = 1\n").vrRepeatFrames.has_value());
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Require(!Parse("[vr]\n").vrRepeatFrames.has_value());
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// [vr] adaptive_resolution: off unless set.
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Require(Parse("[vr]\nadaptive_resolution = true\n").vrAdaptiveResolution == true);
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Require(!Parse("[vr]\n").vrAdaptiveResolution.has_value());
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#if defined(MKW_HEADSET_STEAM_FRAME)
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Require(RuntimeConfigFile::kVrRepeatFramesDefault);
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Require(std::string_view(MKW_VR_REPEAT_FRAMES_DEFAULT_TOML) == "true");
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