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README.md

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@@ -4,7 +4,27 @@ Modified OpenVR DLL with AMD FidelityFX SuperResolution Upscaler
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This modified openvr_api.dll allows you to apply [FidelityFX SuperResolution](https://gpuopen.com/fidelityfx-superresolution/)
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upscaling to many SteamVR games, as long as they use D3D11.
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To install, find the location of the openvr_api.dll in the game's installation
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### About FidelityFX Super Resolution
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FidelityFX Super Resolution (FSR for short) is an upscaling technique developed by AMD,
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but it works on pretty much any graphics card, including NVIDIA cards. The idea is that
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the game internally renders to a lower resolution, thus saving GPU time and reaching higher
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FPS, as long as it is not bottlenecked by the CPU. The resulting lower resolution render is
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then upscaled to the target resolution by FSR, with the aim of restoring some of the lost
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detail due to the lower resolution rendering. It does so in two steps - the first being
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the actual upscaling to the target resolution, where particular attention is paid to edges
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in the lower resolution picture. The second step is a sharpening step to counter some of the
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blur introduced by the upscaling.
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Note that, unlike DLSS, FSR is *not* an anti-aliasing solution. Any aliasing and shimmering
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edges present in the original image will not be fixed by FSR. As such, the final image quality
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of FSR depends a lot on the particular game you are using it with.
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### Installation instructions
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First, download the `openvr_fsr.zip` file from the [latest release](https://github.com/fholger/openvr_fsr/releases/latest) under "Assets".
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Then find the location of the openvr_api.dll in the game's installation
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folder:
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- It might be located right next to the main executable (e.g. Skyrim, FO4).
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- For Unity games, look in: `<GameDir>\<Game>_Data\Plugins`
@@ -21,6 +41,38 @@ and rename the original `openvr_api.orig.dll` back to `openvr_api.dll`.
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In case you run into issues, the log file (`openvr_mod.log`) may provide clues to
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what's going on.
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### Configuration
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The mod is configured by editing the values in its config file, `openvr_mod.cfg`. The
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most important setting is `renderScale`, which determines the lowered render resolution that
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the game will be using internally. If you have set a render resolution of e.g. 2244x2492 in
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SteamVR, then that's the target resolution. The internal resolution will be scaled by the value
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of `renderScale` in both dimensions. For example, if `renderScale` is set to 0.75, then the
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actual render resolution will become 1683x1869. The render is then upscaled by FSR to the
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original resolution of 2244x2492.
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If you set a value higher than 1 for `renderScale`, then the game will render at the native
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resolution, i.e. the one configured in SteamVR. But FSR will then take this render and upscale
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it to a resolution multiplied by the value of `renderScale` in each dimension. For example, if
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the resolution in SteamVR is 2242x2492 and you have configured a value of 1.3 for `renderScale`,
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then the game will render at 2242x2492, but the image will be upscaled by FSR to 2915x3240.
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The second relevant parameter is `sharpness`. Generally, the higher you set `sharpness`, the
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sharper the final image will appear. You probably want to set this value higher if you lower
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`renderScale`, but beware of over-sharpening.
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### Performance considerations
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While rendering at a lower resolution will save you performance (which is the entire point),
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the FSR upscaler does have a fixed cost in GPU time, and this time depends on your GPU and
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the target resolution (*not* the render resolution). So the higher your target resolution, the
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higher the cost of the FSR upscaler. In time, we might be able to improve this cost with some
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clever tricks, but for now keep this in mind. It means that, the higher your target resolution,
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the lower you may have to set the render resolution (by lowering `renderScale`) before you see
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an actual net benefit for your GPU times.
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### Results
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Example results:
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- [Skyrim VR](https://imgsli.com/NjAxNTM/0/1)
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- [Fallout 4 VR Native vs FSR modes](https://imgsli.com/NjAxNTE/0/1)

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