github Disonomouss/RDRVR v0.5.0
RDRVR 0.5.0

7 hours ago

RDRVR 0.5.0: DLSS usable in the headset, and a dot reticle.

DLSS (the anti-aliasing choice in the General tab, from the next start) ran per eye since 0.2.0 but "lagged and
shook" in the headset. The cause was outside the picture: under DLSS the game moves its swapchain to a new GPU queue
after the mod has bound the OpenXR session to the old one, so the headset's runtime took each eye image before the mod
had drawn it, up to three frames old, at the current head pose. The eye images and the overlays are now written on the
session's queue, fenced after the game's frame. Confirmed in a Quest 3 over Virtual Desktop at Quality, 3926 x 2208.

Three defects in what the game feeds DLSS are corrected on the way: the jitter sequence was 8 samples long at every
quality (Quality needs 18, Ultra Performance 72); the jitter moved the image by two thirds of what DLSS was told
(output pixels, not render pixels); and after a hitch one eye's constants could be refused, which put both eyes on one
DLSS history for the rest of the session. [Render] DlssFullJitter and DlssJitterUnits (both on) switch the first
two.

With DLSS, Virtual Desktop's latency figure now counts the GPU's whole frame (it did not before), so it reads higher
than with FXAA for the same real latency. FXAA stays the default.

The reticle (the Hands tab, off by default) can be a ring or a dot ([Hands] ReticleStyle).

Also: "Eyes in the headset's shape" and "Render resolution" have been tried briefly in a Quest 3.

The installer needs RedHook installed first (see the README). Report problems with RDRVR.log from the game folder.

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