OMG FSR for VR! Hands down FPS and AA improvement for me!

Guys have a question on the GUI installer that goes along with the main .dll mod. There's an option to install the FSR plugin, but there's a second button "Foveated Install Plugin" and I can't seem to find anything in the documentation on what that's about?
 
Do you know what your bottleneck is? GPU or CPU?

Do you know what your bottleneck is? GPU or CPU?
GPU limited. Sitting on a planet surface with nothing else around and looking straight ahead, I get about 41-43 fps. GPU frametimes are around 20-25, and CPU frametimes are around 8-10. And they're pretty much the same whether I launch it with Foveated FSR on or off. I can see the rings at the edge of my vision, so it's doing something. Just, not something useful.

RTX 3080Ti
Ryzen 3600X

Running at ED HMD Image Quality 1.75, ED SS 1.0, SteamVR SS 0.25, Pimax Scaling 1.5, Normal FOV (150). SteamVR reports resolution per eye of 2308 x 2024.
 
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Guys have a question on the GUI installer that goes along with the main .dll mod. There's an option to install the FSR plugin, but there's a second button "Foveated Install Plugin" and I can't seem to find anything in the documentation on what that's about?
There is a separate "version" of the "hack", which instead of applying FSR to the rendered frames, tries to use masks to make the game save on rendering by skipping shading for every second pixel out toward the edges (more than every second, past a second radius outwards), where a resolution loss is less noticeable (unshaded pixels are then interpolated from their shaded neighbours).

Alas, my testing the first release of this sadly didn't gain me any performance; On the contrary, my CPU load went up considerably, resulting in reduced frame rate. I got the same result with Skyrim... Now, this could very well just have been on my machine, with what runs on it, so don't take that as gospel. (EDIT: I did get the visual effect, though.)
Holger also mentioned he's looking into problems with some games (...as well as adding NVidia VRS as an alternative to the regular render masks), but keep in mind that what this thing does is not as "simple" as applying FSR in post, so it is never going to work as universally as the FSR version.

 
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There is a separate "version" of the "hack", which instead of applying FSR to the rendered frames, tries to use masks to make the game save on rendering by skipping shading for every second pixel out toward the edges (more than every second, past a second radius outwards), where a resolution loss is less noticeable (unshaded pixels are then interpolated from their shaded neighbours).

Alas, my testing the first release of this sadly didn't gain me any performance; On the contrary, my CPU load went up considerably, resulting in reduced frame rate. I got the same result with Skyrim... Now, this could very well just have been on my machine, with what runs on it, so don't take that as gospel. (EDIT: I did get the visual effect, though.)
Holger also mentioned he's looking into problems with some games (...as well as adding NVidia VRS as an alternative to the regular render masks), but keep in mind that what this thing does is not as "simple" as applying FSR in post, so it is never going to work as universally as the FSR version.

Thanks for the info. I'll play with them today for sure. Getting close to feeling like I'm ready to start using my G2, but want to give these mods a try to see if I can get some more detail without dropping FPS first. Was that Github link in the first couple posts and I just missed it? I saw the ones for the NIS/FSR scaling and the GUI tool.
 
Was that Github link in the first couple posts and I just missed it?
The FFR ("fixed" foveated rendering, so called to distinguish it from "dynamic" foveated rendering, which does the same thing, but uses eyetracking if your your HMD has it, to move the sharp spot around in the view, to where you are looking at any time) version is more recent that this thread, so if it's been mentioned in this thread, it would be in a later post. :7

I just tried the latest version ( 0.2 ) by the way, and it still does not seem to benefit this particular game for me, unfortunately.
 
GPU limited. Sitting on a planet surface with nothing else around and looking straight ahead, I get about 41-43 fps. GPU frametimes are around 20-25, and CPU frametimes are around 8-10. And they're pretty much the same whether I launch it with Foveated FSR on or off. I can see the rings at the edge of my vision, so it's doing something. Just, not something useful.

RTX 3080Ti
Ryzen 3600X

Running at ED HMD Image Quality 1.75, ED SS 1.0, SteamVR SS 0.25, Pimax Scaling 1.5, Normal FOV (150). SteamVR reports resolution per eye of 2308 x 2024.

OK, I got it working after updating to the version released a couple of days ago. There's an FFR version and an FSR version, and you can choose between the two with the GUI app. I think I was using the FFR one previously, so that might have been the issue, or maybe I just had something installed wrong.

The FFR version has multiple rings of foveation, but doesn't appear to upsample (at least not in my case). It does allow for variable rate shading, and indeed this seemed to be the only way to get it working properly, for me at least. Turning it on gave me a few extra FPS, but hardly seemed worth it given the foveation effect. To be clear, this version does not appear to implement FSR. Also, Pimax has a built in FFR option which gives about a 20-30% boost, but is less subtle than this mod and seems to impact CPU more (to the extent that it actually worsens performance around stations).

The FSR version on the other hand had a huge impact on frame rates. Jumped from 41-43 to about 60 using ultra quality (.77) setting, but with obvious loss in quality. I raised the HMD Quality to 2.0 and was now sitting at about 45-48 fps. It's hard to compare quality though as you need to quit out and go back to test. The FSR version also implements foveation, but only has one ring rather than multiple. You can expand/shrink the ring, but this only seemed to result in a few fps difference which seemed a bit odd.

So, is it worth using FSR and bumping up the HMD Quality a level? I'm not sure. It did give me a nice increase in performance, but also makes the aliasing/shimmering (already arguably ED's biggest sore point) notably worse. I'm also not convinced that it's markedly better than ED's built in FSR option, which doesn't have foveation but does have the advantage of being able to configure it on the fly.

But hey, it works, and feels like it ought to be adding some value. I'll play around with the settings a little more and see how it goes.
 
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