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Update default config and readme
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README.md

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@@ -21,9 +21,13 @@ Planned mods:
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Supported VR runtimes:
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* Oculus (in alpha)
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* Oculus
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* OpenVR
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Supported graphics APIs:
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* Direct3D 11
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## Installation
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Extract `dxgi.dll` and `vrperfkit.yml` next to the game's main executable.

vrperfkit.yml

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@@ -8,14 +8,14 @@ upscaling:
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# - fsr (AMD FidelityFX Super Resolution)
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# - nis (NVIDIA Image Scaling)
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# - cas (AMD FidelityFX Contrast Adaptive Sharpening)
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method: fsr
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method: cas
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# control how much the render resolution is lowered. The renderScale factor is
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# applied to both width and height. So if renderScale is set to 0.5 and you
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# have a resolution of 2000x2000 configured in SteamVR, the resulting render
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# resolution is 1000x1000.
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# NOTE: this is different from how render scale works in SteamVR! A SteamVR
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# render scale of 0.5 would be equivalent to renderScale 0.707 in this mod!
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renderScale: 0.77
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renderScale: 0.9
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# configure how much the image is sharpened during upscaling.
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# This parameter works differently for each of the upscaling methods, so you
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# will have to tweak it after you have chosen your preferred upscaling method.
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# available on NVIDIA RTX and GTX 16xx cards.
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fixedFoveated:
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# enable (true) or disable (false) fixed foveated rendering
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enabled: false
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enabled: true
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# configure the end of the inner circle, which is the area that will be rendered at full resolution
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innerRadius: 0.6
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# configure the end of the second ring, which will be rendered at half resolution
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outerRadius: 1.0
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# the remainder of the image will be rendered at 1/16th resolution
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# when reducing resolution, prefer to keep horizontal (true) or vertical (false) resolution?
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favorHorizontal: true
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# when applying fixed foveated rendering, vrperfkit will do its best to guess when the game
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# is rendering which eye to apply a proper foveation mask.
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# However, for some games the default guess may be wrong. In such instances, you can uncomment
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# and use the following option to change the order of rendering.
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# Use letters L (left), R (right) or S (skip) to mark the order in which the game renders to the
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# left or right eye, or skip a render target entirely.
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#overrideSingleEyeOrder: LRLRLR
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# Enabling debugMode will visualize the radius to which upscaling is applied (see above).
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# It will also output additional log messages and regularly report how much GPU frame time
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# the post-processing costs.
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captureOutput: ["ctrl", "f8"]
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# toggle fixed foveated rendering
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toggleFixedFoveated: ["alt", "f1"]
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# toggle if you want to prefer horizontal or vertical resolution
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toggleFFRFavorHorizontal: ["alt", "f2"]

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