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Update README and default config
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README.md

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@@ -9,11 +9,12 @@ Included mods:
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* AMD FidelityFX Super Resolution
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* NVIDIA Image Scaling
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* AMD Contrast Adaptive Sharpening
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* Fixed foveated rendering (render center of image at full resolution, but drop resolution towards edges)
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* Variable Rate Shading (only for NVIDIA RTX / GTX 16xx cards)
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Planned mods:
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* "Fixed foveated" rendering (render fewer pixels at the edges of the screen)
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* Variable Rate Shading (only for NVIDIA RTX / GTX 16xx cards)
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* Radial Density Masking (all GPUs, but works only with a handful of games)
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* Force hidden area mask: don't render pixels at the edges that are not visible in the headset.
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Many games already use this mask, but not all. This mod will allow you to force its usage.

vrperfkit.yml

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@@ -36,6 +36,27 @@ upscaling:
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# issues, you may want to turn this off.
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applyMipBias: true
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# Fixed foveated rendering: continue rendering the center of the image at full
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# resolution, but drop the resolution when going to the edges of the image.
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# There are four rings whose radii you can configure below. The inner ring/circle
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# is the area that's rendered at full resolution and reaches from the center to innerRadius.
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# The second ring reaches from innerRadius to midRadius and is rendered at half resolution.
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# The third ring reaches from midRadius to outerRadius and is rendered at 1/4th resolution.
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# The final fourth ring reaches from outerRadius to the edges of the image and is rendered
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# at 1/16th resolution.
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# Fixed foveated rendering is achieved with Variable Rate Shading. This technique is only
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# available on NVIDIA RTX and GTX 16xx cards.
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fixedFoveated:
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# enable (true) or disable (false) fixed foveated rendering
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enabled: false
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# configure the end of the inner circle, which is the area that will be rendered at full resolution
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innerRadius: 0.6
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# configure the end of the second ring, which will be rendered at half resolution
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midRadius: 0.8
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# configure the end of the third ring, which will be rendered at 1/4th resolution
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outerRadius: 1.0
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# the remainder of the image will be rendered at 1/16th resolution
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# Enabling debugMode will visualize the radius to which upscaling is applied (see above).
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# It will also output additional log messages and regularly report how much GPU frame time
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# the post-processing costs.
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# take a screen grab of the final (post-processed, upscaled) image.
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# The screen grab is stored as a dds file next to the DLL.
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captureOutput: ["ctrl", "f8"]
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# toggle fixed foveated rendering
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toggleFixedFoveated: ["alt", "f1"]

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