Use FSR OpenVR dll, with FSR disabled by default (#460)

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Ricardo 2021-10-27 23:44:21 +02:00 committed by GitHub
parent 1df32c3feb
commit f5b6b7a2a8
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6 changed files with 105 additions and 59 deletions

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@ -12,7 +12,7 @@
<GameDir>C:\Program Files (x86)\Steam\steamapps\common\Outer Wilds</GameDir>
<OwmlDir>C:\Users\rai\AppData\Roaming\OuterWildsModManager\OWML\Mods</OwmlDir>
<UnityEditor>C:\Program Files\Unity\Editor\Unity.exe</UnityEditor>
<ModDir>NomaiVR</ModDir>
<ModDir>Raicuparta.NomaiVR</ModDir>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<TargetFrameworkProfile />
@ -237,4 +237,4 @@
<Target Name="PreBuild" BeforeTargets="ResolveReferences" Condition=" '$(Configuration)' == 'OWML' ">
<Exec Command="&quot;$(UnityEditor)&quot; -batchmode -executeMethod BuildCommands.PerformBuild -nographics -projectPath &quot;$(ProjectDir)..\Unity&quot; -buildWindows64Player -quit" />
</Target>
</Project>
</Project>

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@ -21,7 +21,8 @@
<Exec Command="copy /y &quot;$(TargetDir)\Mono*.dll&quot; &quot;$(TargetDir)\..\..\dist&quot;" />
<Exec Command="copy /y &quot;$(ProjectDir)\ClassDatabase\*&quot; &quot;$(TargetDir)\..\..\dist&quot;" />
<Exec Command="copy /y &quot;$(ProjectDir)\..\Unity\Build\OuterWildsVR_Data\StreamingAssets\SteamVR\*&quot; &quot;$(TargetDir)\..\..\dist\files\OuterWilds_Data\StreamingAssets\SteamVR&quot;" />
<Exec Command="copy /y &quot;$(ProjectDir)\..\Unity\Build\OuterWildsVR_Data\Plugins\x86_64\openvr_api.dll&quot; &quot;$(TargetDir)\..\..\dist\files\OuterWilds_Data\Plugins\x86_64\openvr_api.dll&quot;" />
<Exec Command="copy /y &quot;$(ProjectDir)\OpenVrFsr\openvr_api.dll&quot; &quot;$(TargetDir)\..\..\dist\files\OuterWilds_Data\Plugins\x86_64\openvr_api.dll&quot;" />
<Exec Command="copy /y &quot;$(ProjectDir)\OpenVrFsr\openvr_mod.cfg&quot; &quot;$(TargetDir)\..\..\dist\files\OuterWilds_Data\Plugins\x86_64\openvr_mod.cfg&quot;" />
</Target>
<ItemGroup>

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@ -0,0 +1,55 @@
# OPENVR LICENSE (BSD 3 clause)
(applies to everything except src/fsr/ffx_a.h and src/fsr/ffx_fsr1.h)
Copyright (c) 2015, Valve Corporation
All rights reserved.
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation and/or
other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors
may be used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
# AMD FIDELITYFX SUPERRESOLUTION LICENSE (MIT)
(applies to src/fsr/ffx_a.h and src/fsr/ffx_fsr1.h)
Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

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@ -0,0 +1,46 @@
{
"fsr": {
// enable AMD FidelityFX Super Resolution
"enabled": false,
// Per-dimension render scale. If <1, will lower the game's render resolution
// accordingly and afterwards upscale to the "native" resolution set in SteamVR.
// If >1, the game will render at its "native" resolution, and afterwards the
// image is upscaled to a higher resolution as per the given value.
// If =1, effectively disables upsampling, but you'll still get the sharpening stage.
// AMD presets:
// Ultra Quality => 0.77
// Quality => 0.67
// Balanced => 0.59
// Performance => 0.50
"renderScale": 0.77,
// tune sharpness, values range from 0 to 1
"sharpness": 0.9,
// Only apply FSR to the given radius around the center of the image.
// Anything outside this radius is upscaled by simple bilinear filtering,
// which is cheaper and thus saves a bit of performance. Due to the design
// of current HMD lenses, you can experiment with fairly small radii and may
// still not see a noticeable difference.
// Sensible values probably lie somewhere between [0.2, 1.0]. However, note
// that, since the image is not spheric, even a value of 1.0 technically still
// skips some pixels in the corner of the image, so if you want to completely
// disable this optimization, you can choose a value of 2.
// IMPORTANT: if you face issues like the view appearing offset or mismatched
// between the eyes, turn this optimization off by setting the value to 2.0
"radius": 0.5,
// if enabled, applies a negative LOD bias to texture MIP levels
// should theoretically improve texture detail in the upscaled image
// IMPORTANT: if you experience issues with rendering like disappearing
// textures or strange patterns in the rendering, try turning this off
// by setting the value to false.
"applyMIPBias": true,
// If enabled, will visualize the radius to which FSR is applied.
// Will also periodically log the GPU cost for applying FSR in the
// current configuration.
"debugMode": false
}
}

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@ -1,56 +0,0 @@
{
"files.exclude":
{
"**/.DS_Store":true,
"**/.git":true,
"**/.gitignore":true,
"**/.gitmodules":true,
"**/*.booproj":true,
"**/*.pidb":true,
"**/*.suo":true,
"**/*.user":true,
"**/*.userprefs":true,
"**/*.unityproj":true,
"**/*.dll":true,
"**/*.exe":true,
"**/*.pdf":true,
"**/*.mid":true,
"**/*.midi":true,
"**/*.wav":true,
"**/*.gif":true,
"**/*.ico":true,
"**/*.jpg":true,
"**/*.jpeg":true,
"**/*.png":true,
"**/*.psd":true,
"**/*.tga":true,
"**/*.tif":true,
"**/*.tiff":true,
"**/*.3ds":true,
"**/*.3DS":true,
"**/*.fbx":true,
"**/*.FBX":true,
"**/*.lxo":true,
"**/*.LXO":true,
"**/*.ma":true,
"**/*.MA":true,
"**/*.obj":true,
"**/*.OBJ":true,
"**/*.asset":true,
"**/*.cubemap":true,
"**/*.flare":true,
"**/*.mat":true,
"**/*.meta":true,
"**/*.prefab":true,
"**/*.unity":true,
"build/":true,
"Build/":true,
"Library/":true,
"library/":true,
"obj/":true,
"Obj/":true,
"ProjectSettings/":true,
"temp/":true,
"Temp/":true
}
}