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Heuristics: suggest AC Nexus's 90 Hz no-AppSW patch whenever it applies; Unreal Engine 5 games with Meta's plugin show hide_space_warp as an option (off) with the flicker hint
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@@ -97,6 +97,10 @@ class OverportPatch(Patch):
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return Suggestion(True, f"Very heavy game ({total / 2**30:.0f} GiB) using OVRPlugin: application space "
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"warp causes artifacts/hangs off-Quest.")
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return Suggestion(False, "Enable if the game shows warping artifacts or hangs (uses OVRPlugin space warp).")
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if self.id == "patch_ac_nexus_no_appsw_90" and self.applies(a):
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# verified in the headset (owner preferred 90 Hz over 72): the catalog default, now also without it
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return Suggestion(True, "This Assassin's Creed Nexus build runs smoothly on the Frame without application "
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"space warp, at 90 Hz.")
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if self.id == "patch_remove_unreal_force_quit" and ap.is_unreal(a):
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return Suggestion(False, "Built as the alternate APK for Unreal games (use it if the game quits itself).")
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return None
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@@ -241,6 +241,11 @@ class AdapterSetting(Patch):
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if self.key == "equirect_emul" and uses_equirect_layers(a):
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return Suggestion(True, "The game draws 360° layers (e.g. a video player's theatre or 360° videos), which "
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"the Frame's runtime can't show: show them as panels around you.", {"value": 1})
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if self.key == "hide_space_warp" and "libUnreal.so" in a.libs and "libOVRPlugin.so" in a.libs:
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# Unreal Engine 5 + Meta's plugin: Application SpaceWarp is on by default (Into The Radius 2 flickered;
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# OVRPort's patch_disable_space_warp doesn't reach UE5). Off until confirmed in more games.
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return Suggestion(False, "Unreal Engine 5 game with Meta's space warp: turn on if the picture flickers or "
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"smears (e.g. Into The Radius 2).", {"value": 1})
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if self.key == "scene_emul" and needs_scene(a):
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return Suggestion(True, "Mixed-reality game that builds its level from the room model: emulate a "
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"guardian-sized room (e.g. Demeter).", {"value": 1})
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