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Description
I can't seem to get Eye-Tracked Foveated rendering working for this mod using any method. It would bring massive performance gains to this game.
For those unaware about the state of Eye-Tracked Foveated Rendering there seem to be two main methods on PC:
Variable Rate Shading method
Quad Views method
And these methods are enabled through:
Native software for select headsets from brands like Pimax, Varjo, Vive, and HP
PimaxMagic4All - Enables VRS method on most Eye-Tracking headsets for OpenVR DX11* games
OpenXR Toolkit - Enables VRS method on most Eye-Tracking headsets for OpenXR DX11*/12 games
Quad Views Foveated - Enables Quad Views method on most Eye-Tracking headsets for OpenXR DX11 games that use Quad Views rendering
*Nvidia only
Theoretically PimaxMagic4All should allow me to get this feature using REFramework on Resident Evil 2 DX11 with OpenVR but the DX11 version crashes on launch for me.
So then I tried on the DX12 version with OpenXR and the OpenXR Toolkit in REFramework doesn't display Foveated Rendering as an option at all, fixed or eye-tracked.
OpenXR Toolkit states this as an additional requirement for games to get eye-tracked foveated rendering:
"In addition to the requirements for your graphics card and headset, it must be possible for OpenXR Toolkit to distinguish when the application is rendering the left and right views. This is not possible for all applications, and therefore eye tracking might not be offered for all applications. When not available, Fixed Foveated Rendering will still be offered as a fallback."
But because of the last sentence it's unlikely that this is the issue, since fixed foveated rendering isn't offered for RE2 either.
So this has just turned into a feature request to add support for OpenXR Foveated Rendering if it is even possible. In the meantime if anyone knows how to solve the DX11 version of RE2 crashing on launch let me know. Thanks!