# 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"]