diff --git a/FAQ.md b/FAQ.md index 03a5d23..81bba71 100644 --- a/FAQ.md +++ b/FAQ.md @@ -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)