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skyrimvr FFR

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Jan 3rd, 2025
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  1. # Upscaling: render the game at a lower resolution (thus saving performance),
  2. # then upscale the image to the target resolution to regain some of the lost
  3. # visual fidelity.
  4. upscaling:
  5. # enable (true) or disable (false) upscaling
  6. enabled: false
  7. # method to use for upscaling. Available options (all of them work on all GPUs):
  8. # - fsr (AMD FidelityFX Super Resolution)
  9. # - nis (NVIDIA Image Scaling)
  10. # - cas (AMD FidelityFX Contrast Adaptive Sharpening)
  11. method: cas
  12. # control how much the render resolution is lowered. The renderScale factor is
  13. # applied to both width and height. So if renderScale is set to 0.5 and you
  14. # have a resolution of 2000x2000 configured in SteamVR, the resulting render
  15. # resolution is 1000x1000.
  16. # NOTE: this is different from how render scale works in SteamVR! A SteamVR
  17. # render scale of 0.5 would be equivalent to renderScale 0.707 in this mod!
  18. renderScale: 0.9
  19. # configure how much the image is sharpened during upscaling.
  20. # This parameter works differently for each of the upscaling methods, so you
  21. # will have to tweak it after you have chosen your preferred upscaling method.
  22. sharpness: 0.7
  23. # Performance optimization: only apply the (more expensive) upscaling method
  24. # to an inner area of the rendered image and use cheaper bilinear sampling on
  25. # the rest of the image. The radius parameter determines how large the area
  26. # with the more expensive upscaling is. Upscaling happens within a circle
  27. # centered at the projection centre of the eyes. You can use debugMode (below)
  28. # to visualize the size of the circle.
  29. # Note: to disable this optimization entirely, choose an arbitrary high value
  30. # (e.g. 100) for the radius.
  31. radius: 0.6
  32. # when enables, applies a MIP bias to texture sampling in the game. This will
  33. # make the game treat texture lookups as if it were rendering at the higher
  34. # target resolution, which can improve image quality a little bit. However,
  35. # it can also cause render artifacts in rare circumstances. So if you experience
  36. # issues, you may want to turn this off.
  37. applyMipBias: true
  38.  
  39. # Fixed foveated rendering: continue rendering the center of the image at full
  40. # resolution, but drop the resolution when going to the edges of the image.
  41. # There are four rings whose radii you can configure below. The inner ring/circle
  42. # is the area that's rendered at full resolution and reaches from the center to innerRadius.
  43. # The second ring reaches from innerRadius to midRadius and is rendered at half resolution.
  44. # The third ring reaches from midRadius to outerRadius and is rendered at 1/4th resolution.
  45. # The final fourth ring reaches from outerRadius to the edges of the image and is rendered
  46. # at 1/16th resolution.
  47. # Fixed foveated rendering is achieved with Variable Rate Shading. This technique is only
  48. # available on NVIDIA RTX and GTX 16xx cards.
  49. fixedFoveated:
  50. # enable (true) or disable (false) fixed foveated rendering
  51. enabled: true
  52. # configure the end of the inner circle, which is the area that will be rendered at full resolution
  53. innerRadius: 0.5
  54. # configure the end of the second ring, which will be rendered at half resolution
  55. midRadius: 0.65
  56. # configure the end of the third ring, which will be rendered at 1/4th resolution
  57. outerRadius: 0.9
  58. # the remainder of the image will be rendered at 1/16th resolution
  59.  
  60. # when reducing resolution, prefer to keep horizontal (true) or vertical (false) resolution?
  61. favorHorizontal: false
  62.  
  63. # when applying fixed foveated rendering, vrperfkit will do its best to guess when the game
  64. # is rendering which eye to apply a proper foveation mask.
  65. # However, for some games the default guess may be wrong. In such instances, you can uncomment
  66. # and use the following option to change the order of rendering.
  67. # Use letters L (left), R (right) or S (skip) to mark the order in which the game renders to the
  68. # left or right eye, or skip a render target entirely.
  69. #overrideSingleEyeOrder: LRLRLR
  70.  
  71. # Enabling debugMode will visualize the radius to which upscaling is applied (see above).
  72. # It will also output additional log messages and regularly report how much GPU frame time
  73. # the post-processing costs.
  74. debugMode: false
  75.  
  76. # Hotkeys allow you to modify certain settings of the mod on the fly, which is useful
  77. # for direct comparsions inside the headset. Note that any changes you make via hotkeys
  78. # are not currently persisted in the config file and will reset to the values in the
  79. # config file when you next launch the game.
  80. hotkeys:
  81. # enable or disable hotkeys; if they cause conflicts with ingame hotkeys, you can either
  82. # configure them to different keys or just turn them off
  83. enabled: true
  84. # toggles debugMode
  85. toggleDebugMode: ["ctrl", "f1"]
  86. # cycle through the available upscaling methods
  87. cycleUpscalingMethod: ["ctrl", "f2"]
  88. # increase the upscaling circle's radius (see above) by 0.05
  89. increaseUpscalingRadius: ["ctrl", "f3"]
  90. # decrease the upscaling circle's radius (see above) by 0.05
  91. decreaseUpscalingRadius: ["ctrl", "f4"]
  92. # increase the upscaling sharpness (see above) by 0.05
  93. increaseUpscalingSharpness: ["ctrl", "f5"]
  94. # decrease the upscaling sharpness (see above) by 0.05
  95. decreaseUpscalingSharpness: ["ctrl", "f6"]
  96. # toggle the application of MIP bias (see above)
  97. toggleUpscalingApplyMipBias: ["ctrl", "f7"]
  98. # take a screen grab of the final (post-processed, upscaled) image.
  99. # The screen grab is stored as a dds file next to the DLL.
  100. captureOutput: ["ctrl", "f8"]
  101. # toggle fixed foveated rendering
  102. toggleFixedFoveated: ["alt", "f1"]
  103. # toggle if you want to prefer horizontal or vertical resolution
  104. toggleFFRFavorHorizontal: ["alt", "f2"]
  105.  
  106.  
  107.  
  108.  
  109. [Settings]
  110. mEnableUpscaler = true
  111.  
  112. #0 = DLSS, 1 = FSR2(deprecated), 2 = XeSS, 3 = FSR3.1 Upscaling
  113. mUpscaleType = 0
  114.  
  115. #0 = Performance
  116. #1 = Balanced
  117. #2 = Quality
  118. #3 = UltraPerformance
  119. #4 = UltraQuality
  120. #5 = Native (DLSS Native = DLAA)
  121. mQualityLevel = 5
  122.  
  123. #Whether to automatically set the best mip lod bias value
  124. mUseOptimalMipLodBias = true
  125. mMipLodBias = 0.000000
  126.  
  127. #Enable the sharpening or not
  128. mSharpening = true
  129. mSharpness = 0.750000
  130.  
  131. #Always leave this on, don't touch it unless you know what you are doing.
  132. mEnableJitter = true
  133.  
  134. #A fast approach to cancel jitter in periphery, will wobble a bit
  135. mCancelJitter = false
  136.  
  137. #Use TAA for periphery outside of DLSS/DLAA rect
  138. mUseTAAForPeriphery = false
  139.  
  140. #Make Glamur or Sharper eyes work, only turn it on when you are using ReShade
  141. mUpscaleDepthForReShade = false
  142.  
  143. #This will switch to DLAA for 2 seconds when changing scene, potentially fix the brightness.
  144. #Not working for FSR
  145. mENBEyeAdaptionFix = false
  146.  
  147. #This is only used by FSR, incorrect value might lead to ghosting
  148. mFOV = 100.000000
  149.  
  150.  
  151. [Hotkeys]
  152.  
  153. #520 = End, find other keycode in imgui repo
  154. #https://oprypin.github.io/crystal-imgui/ImGui/ImGuiKey.html
  155. mToggleHotkey = 520
  156.  
  157. #612 = KeypadMultiply
  158. mToggleUpscaler = 612
  159.  
  160.  
  161. [FixedFoveatedUpscaling]
  162. mFoveatedScaleX = 0.500000
  163. mFoveatedScaleY = 0.500000
  164. mFoveatedOffsetX = 0.060000
  165. mFoveatedOffsetY = 0.040000
  166.  
  167.  
  168. [FixedFoveatedRendering]
  169. mEnableFixedFoveatedRendering = true
  170. mInnerRadius = 1.100000
  171. mMiddleRadius = 0.480000
  172. mOuterRadius = 0.820000
  173. mCutoutRadius = 1.180000
  174. mWiden = 4.000000
  175.  
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