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.
Fixed Foveated Rendering for SteamVR games. Contribute to fholger/openvr_foveated development by creating an account on GitHub.
github.com