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vrperfkit.yml
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vrperfkit.yml
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# Upscaling: render the game at a lower resolution (thus saving performance),
# then upscale the image to the target resolution to regain some of the lost
# visual fidelity.
upscaling:
# enable (true) or disable (false) upscaling
enabled: true
# method to use for upscaling. Available options (all of them work on all GPUs):
# - fsr (AMD FidelityFX Super Resolution)
# - nis (NVIDIA Image Scaling)
# - cas (AMD FidelityFX Contrast Adaptive Sharpening)
method: cas
# control how much the render resolution is lowered. The renderScale factor is
# applied to both width and height. So if renderScale is set to 0.5 and you
# have a resolution of 2000x2000 configured in SteamVR, the resulting render
# resolution is 1000x1000.
# NOTE: this is different from how render scale works in SteamVR! A SteamVR
# render scale of 0.5 would be equivalent to renderScale 0.707 in this mod!
renderScale: 0.9
# configure how much the image is sharpened during upscaling.
# This parameter works differently for each of the upscaling methods, so you
# will have to tweak it after you have chosen your preferred upscaling method.
sharpness: 0.7
# Performance optimization: only apply the (more expensive) upscaling method
# to an inner area of the rendered image and use cheaper bilinear sampling on
# the rest of the image. The radius parameter determines how large the area
# with the more expensive upscaling is. Upscaling happens within a circle
# centered at the projection centre of the eyes. You can use debugMode (below)
# to visualize the size of the circle.
# Note: to disable this optimization entirely, choose an arbitrary high value
# (e.g. 100) for the radius.
radius: 0.6
# when enables, applies a MIP bias to texture sampling in the game. This will
# make the game treat texture lookups as if it were rendering at the higher
# target resolution, which can improve image quality a little bit. However,
# it can also cause render artifacts in rare circumstances. So if you experience
# issues, you may want to turn this off.
applyMipBias: true
# Fixed foveated rendering: continue rendering the center of the image at full
# resolution, but drop the resolution when going to the edges of the image.
# There are four rings whose radii you can configure below. The inner ring/circle
# is the area that's rendered at full resolution and reaches from the center to innerRadius.
# The second ring reaches from innerRadius to midRadius and is rendered at half resolution.
# The third ring reaches from midRadius to outerRadius and is rendered at 1/4th resolution.
# The final fourth ring reaches from outerRadius to the edges of the image and is rendered
# at 1/16th resolution.
# Fixed foveated rendering is achieved with Variable Rate Shading. This technique is only
# available on NVIDIA RTX and GTX 16xx cards.
fixedFoveated:
# enable (true) or disable (false) fixed foveated rendering
enabled: true
# configure the end of the inner circle, which is the area that will be rendered at full resolution
innerRadius: 0.6
# configure the end of the second ring, which will be rendered at half resolution
midRadius: 0.8
# configure the end of the third ring, which will be rendered at 1/4th resolution
outerRadius: 1.0
# the remainder of the image will be rendered at 1/16th resolution
# when reducing resolution, prefer to keep horizontal (true) or vertical (false) resolution?
favorHorizontal: true
# when applying fixed foveated rendering, vrperfkit will do its best to guess when the game
# is rendering which eye to apply a proper foveation mask.
# However, for some games the default guess may be wrong. In such instances, you can uncomment
# and use the following option to change the order of rendering.
# Use letters L (left), R (right) or S (skip) to mark the order in which the game renders to the
# left or right eye, or skip a render target entirely.
#overrideSingleEyeOrder: LRLRLR
# Enabling debugMode will visualize the radius to which upscaling is applied (see above).
# It will also output additional log messages and regularly report how much GPU frame time
# the post-processing costs.
debugMode: false
# Hotkeys allow you to modify certain settings of the mod on the fly, which is useful
# for direct comparsions inside the headset. Note that any changes you make via hotkeys
# are not currently persisted in the config file and will reset to the values in the
# config file when you next launch the game.
hotkeys:
# enable or disable hotkeys; if they cause conflicts with ingame hotkeys, you can either
# configure them to different keys or just turn them off
enabled: true
# toggles debugMode
toggleDebugMode: ["ctrl", "f1"]
# cycle through the available upscaling methods
cycleUpscalingMethod: ["ctrl", "f2"]
# increase the upscaling circle's radius (see above) by 0.05
increaseUpscalingRadius: ["ctrl", "f3"]
# decrease the upscaling circle's radius (see above) by 0.05
decreaseUpscalingRadius: ["ctrl", "f4"]
# increase the upscaling sharpness (see above) by 0.05
increaseUpscalingSharpness: ["ctrl", "f5"]
# decrease the upscaling sharpness (see above) by 0.05
decreaseUpscalingSharpness: ["ctrl", "f6"]
# toggle the application of MIP bias (see above)
toggleUpscalingApplyMipBias: ["ctrl", "f7"]
# take a screen grab of the final (post-processed, upscaled) image.
# The screen grab is stored as a dds file next to the DLL.
captureOutput: ["ctrl", "f8"]
# toggle fixed foveated rendering
toggleFixedFoveated: ["alt", "f1"]
# toggle if you want to prefer horizontal or vertical resolution
toggleFFRFavorHorizontal: ["alt", "f2"]