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Half Life Alyx dont work at all, some fix ? #166
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Try to rename the |
-make sure u turn on dx11 inside the game menu, not vulcan I start alyx direct from Virtual Desktop streamer with hevc-10 bit and steamvr as runtime Upscaling: render the game at a lower resolution (thus saving performance),then upscale the image to the target resolution to regain some of the lostvisual fidelity.upscaling: enable (true) or disable (false) upscalingenabled: true method to use for upscaling. Available options (all of them work on all GPUs):- fsr (AMD FidelityFX Super Resolution)- nis (NVIDIA Image Scaling)- cas (AMD FidelityFX Contrast Adaptive Sharpening)method: fsr control how much the render resolution is lowered. The renderScale factor isapplied to both width and height. So if renderScale is set to 0.5 and youhave a resolution of 2000x2000 configured in SteamVR, the resulting renderresolution is 1000x1000.NOTE: this is different from how render scale works in SteamVR! A SteamVRrender scale of 0.5 would be equivalent to renderScale 0.707 in this mod!renderScale: 0.3 configure how much the image is sharpened during upscaling.This parameter works differently for each of the upscaling methods, so youwill have to tweak it after you have chosen your preferred upscaling method.sharpness: 0.9 Performance optimization: only apply the (more expensive) upscaling methodto an inner area of the rendered image and use cheaper bilinear sampling onthe rest of the image. The radius parameter determines how large the areawith the more expensive upscaling is. Upscaling happens within a circlecentered at the projection centre of the eyes. You can use debugMode (below)to visualize the size of the circle.Note: to disable this optimization entirely, choose an arbitrary high value(e.g. 100) for the radius.radius: 0.5 when enables, applies a MIP bias to texture sampling in the game. This willmake the game treat texture lookups as if it were rendering at the highertarget resolution, which can improve image quality a little bit. However,it can also cause render artifacts in rare circumstances. So if you experienceissues, you may want to turn this off.applyMipBias: true Fixed foveated rendering: continue rendering the center of the image at fullresolution, but drop the resolution when going to the edges of the image.There are four rings whose radii you can configure below. The inner ring/circleis the area that's rendered at full resolution and reaches from the center to innerRadius.The second ring reaches from innerRadius to midRadius and is rendered at half resolution.The third ring reaches from midRadius to outerRadius and is rendered at 1/4th resolution.The final fourth ring reaches from outerRadius to the edges of the image and is renderedat 1/16th resolution.Fixed foveated rendering is achieved with Variable Rate Shading. This technique is onlyavailable on NVIDIA RTX and GTX 16xx cards.fixedFoveated: enable (true) or disable (false) fixed foveated renderingenabled: false configure the end of the inner circle, which is the area that will be rendered at full resolutioninnerRadius: 0.6 configure the end of the second ring, which will be rendered at half resolutionmidRadius: 0.8 configure the end of the third ring, which will be rendered at 1/4th resolutionouterRadius: 1.0 the remainder of the image will be rendered at 1/16th resolutionwhen reducing resolution, prefer to keep horizontal (true) or vertical (false) resolution?favorHorizontal: true when applying fixed foveated rendering, vrperfkit will do its best to guess when the gameis rendering which eye to apply a proper foveation mask.However, for some games the default guess may be wrong. In such instances, you can uncommentand use the following option to change the order of rendering.Use letters L (left), R (right) or S (skip) to mark the order in which the game renders to theleft or right eye, or skip a render target entirely.#overrideSingleEyeOrder: LRLRLR Enabling debugMode will visualize the radius to which upscaling is applied (see above).It will also output additional log messages and regularly report how much GPU frame timethe post-processing costs.debugMode: true Hotkeys allow you to modify certain settings of the mod on the fly, which is usefulfor direct comparsions inside the headset. Note that any changes you make via hotkeysare not currently persisted in the config file and will reset to the values in theconfig file when you next launch the game.hotkeys: enable or disable hotkeys; if they cause conflicts with ingame hotkeys, you can eitherconfigure them to different keys or just turn them offenabled: true toggles debugModetoggleDebugMode: ["ctrl", "f1"] cycle through the available upscaling methodscycleUpscalingMethod: ["ctrl", "f2"] increase the upscaling circle's radius (see above) by 0.05increaseUpscalingRadius: ["ctrl", "f3"] decrease the upscaling circle's radius (see above) by 0.05decreaseUpscalingRadius: ["ctrl", "f4"] increase the upscaling sharpness (see above) by 0.05increaseUpscalingSharpness: ["ctrl", "f5"] decrease the upscaling sharpness (see above) by 0.05decreaseUpscalingSharpness: ["ctrl", "f6"] toggle the application of MIP bias (see above)toggleUpscalingApplyMipBias: ["ctrl", "f7"] take a screen grab of the final (post-processed, upscaled) image.The screen grab is stored as a dds file next to the DLL.captureOutput: ["ctrl", "f8"] toggle fixed foveated renderingtoggleFixedFoveated: ["alt", "f1"] toggle if you want to prefer horizontal or vertical resolutiontoggleFFRFavorHorizontal: ["alt", "f2"] |
Half Life Alyx dont work at all, some fix ?
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