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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: false
- # 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: 0.5
- # configure the end of the second ring, which will be rendered at half resolution
- midRadius: 0.65
- # configure the end of the third ring, which will be rendered at 1/4th resolution
- outerRadius: 0.9
- # 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: false
- # 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"]
- [Settings]
- mEnableUpscaler = true
- #0 = DLSS, 1 = FSR2(deprecated), 2 = XeSS, 3 = FSR3.1 Upscaling
- mUpscaleType = 0
- #0 = Performance
- #1 = Balanced
- #2 = Quality
- #3 = UltraPerformance
- #4 = UltraQuality
- #5 = Native (DLSS Native = DLAA)
- mQualityLevel = 5
- #Whether to automatically set the best mip lod bias value
- mUseOptimalMipLodBias = true
- mMipLodBias = 0.000000
- #Enable the sharpening or not
- mSharpening = true
- mSharpness = 0.750000
- #Always leave this on, don't touch it unless you know what you are doing.
- mEnableJitter = true
- #A fast approach to cancel jitter in periphery, will wobble a bit
- mCancelJitter = false
- #Use TAA for periphery outside of DLSS/DLAA rect
- mUseTAAForPeriphery = false
- #Make Glamur or Sharper eyes work, only turn it on when you are using ReShade
- mUpscaleDepthForReShade = false
- #This will switch to DLAA for 2 seconds when changing scene, potentially fix the brightness.
- #Not working for FSR
- mENBEyeAdaptionFix = false
- #This is only used by FSR, incorrect value might lead to ghosting
- mFOV = 100.000000
- [Hotkeys]
- #520 = End, find other keycode in imgui repo
- #https://oprypin.github.io/crystal-imgui/ImGui/ImGuiKey.html
- mToggleHotkey = 520
- #612 = KeypadMultiply
- mToggleUpscaler = 612
- [FixedFoveatedUpscaling]
- mFoveatedScaleX = 0.500000
- mFoveatedScaleY = 0.500000
- mFoveatedOffsetX = 0.060000
- mFoveatedOffsetY = 0.040000
- [FixedFoveatedRendering]
- mEnableFixedFoveatedRendering = true
- mInnerRadius = 1.100000
- mMiddleRadius = 0.480000
- mOuterRadius = 0.820000
- mCutoutRadius = 1.180000
- mWiden = 4.000000
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