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VR Performance Toolkit RavenSystem's Fork

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In an effort to continue this project, I have created this fork with updated components and SDKs. I added too some improvements, like HRM and dynamic modes, and other compatibility options.

Performance-oriented collection of mods for VR games.

Included mods:

  • Upscaling techniques (render at lower resolution and upscale to target resolution)
    • AMD FidelityFX Super Resolution
    • NVIDIA Image Scaling
    • AMD Contrast Adaptive Sharpening
  • FFR: Fixed foveated rendering: render center of image at full resolution, but drop resolution towards edges
    • VRS: Variable Rate Shading (only for NVIDIA RTX / GTX 16xx cards)
    • RDM: Radial Density Mask (all GPUs)
  • HRM: Hidden radial mask: don't render pixels at the edges that are not visible in the headset. Many games already use this mask, but not all. This mod will allow you to force its usage.
  • Dynamic modes for FFR and HRM based on FPS:
    • Apply only when needed.
    • Change the radius dinamically.
  • Several extra compatibility options to work with more games.

Supported VR runtimes:

  • Oculus
  • OpenVR

Supported graphics APIs:

  • Direct3D 11

Installation

Extract dxgi.dll and vrperfkit_RSF.yml next to the game's main executable. For Unreal Engine games, this is typically <Game>Game\Binaries\Win64\<Game>Game-Win64-Shipping.exe.

Edit the vrperfkit_RSF.yml config file to your heart's content. The available options are documented inside the config file; you'll have to experiment with them and try which options work for your particular game.

Build instructions

Clone the repository and init all submodules.

git clone https://github.com/RavenSystem/VRPerfKit_RSF.git
cd VRPerfKit_RSF
git submodule init
git submodule update --recursive

Download the Oculus SDK and extract LibOVR from the downloaded archive to the ThirdParty folder.

Download NVAPI (requires NVIDIA developer account) and extract the contents of the Rxxx-developer folder to ThirdParty\nvapi.

Run cmake to generate Visual Studio solution files. Build with Visual Studio. Note: Ninja does not work, due to the included shaders that need to be compiled. This is only supported with VS solutions.