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Update FAQ
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Detegr committed Aug 7, 2024
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Expand Up @@ -122,24 +122,12 @@ changed by modifying `dxvk.conf` by hand:
- Yes, in OpenXR mode for headsets that have [support for 32-bit
OpenXR](https://github.com/Detegr/openRBRVR/blob/master/FAQ.md#can-i-use-openxr-instead-of-openvrsteamvr).
You'll need to enable quad view rendering from `Options -> Plugins ->
openRBRVR -> OpenXR settings -> Use quad-view rendering` and install my
unofficial build of
[Quad-Views-Foveated](https://github.com/mbucchia/Quad-Views-Foveated) OpenXR
layer:
https://github.com/Detegr/Quad-Views-Foveated/releases/tag/1.1.4-unsigned-win32

- To install the layer, use either
[OpenXR-API-Layers-GUI](https://github.com/fredemmott/OpenXR-API-Layers-GUI/releases/tag/v2024.07.18)
or the supplied PowerShell script.
- Open the GUI, navigate to `Win32-HKLM` tab, click `Add layers`, select to
`quad-views-foveated-32/openxr-api-layer-32.json`.
- If done correctly, the GUI should look like the following:
- ![Quad-Views-Foveated API layer installed](img/quad-views-foveated.png)

- After installing and launching the game, if you take a look at the debug view
openRBRVR -> OpenXR settings -> Use quad-view rendering`
- After launching the game, if you take a look at the debug view
of openRBRVR (`Options -> Plugins -> openRBRVR -> Debug settings -> Debug
information`) it should show two different resolutions, for peripheral and
focus views.
- For additional configuration and fine tuning, refer to the
- The foveated rendering uses an open source OpenXR layer to do the heavy
lifting. For additional configuration and fine tuning, refer to the
[Quad-Views-Foveated layer
documentation](https://github.com/mbucchia/Quad-Views-Foveated/wiki/Advanced-Configuration)

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