fholger / vrperfkit

VR Performance Toolkit

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Half Life Alyx dont work at all, some fix ?

VikingoGaragecba opened this issue · comments

Half Life Alyx dont work at all, some fix ?

Try to rename the dxgi.dll file to kernel32.dll.

-make sure u turn on dx11 inside the game menu, not vulcan
-rename the dxgi.dll file to kernel32.dll
-C:\SteamLibrary\steamapps\common\Half-Life Alyx\game\bin\win64 is where u copy vrperfkit.yml and kernel32.dll
-into steam half life alyx launch options copy "-console -vconsole -window -w 512 -h 512 +vr_fidelity_level_auto 0 +vr_fidelity_level 6" ( set lower to 3 when not enough fps)

I start alyx direct from Virtual Desktop streamer with hevc-10 bit and steamvr as runtime
my vrperfkit.yml:
It will start with a crcle, u can turn it off with ctrl+F1
With Ctrl +F2 u can switch CAS +FSR
not sure why cas is faster then fsr on my RX 6850M XT

Upscaling: render the game at a lower resolution (thus saving performance),

then upscale the image to the target resolution to regain some of the lost

visual fidelity.

upscaling:

enable (true) or disable (false) upscaling

enabled: 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 is

applied to both width and height. So if renderScale is set to 0.5 and you

have a resolution of 2000x2000 configured in SteamVR, the resulting render

resolution is 1000x1000.

NOTE: this is different from how render scale works in SteamVR! A SteamVR

render 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 you

will have to tweak it after you have chosen your preferred upscaling method.

sharpness: 0.9

Performance optimization: only apply the (more expensive) upscaling method

to an inner area of the rendered image and use cheaper bilinear sampling on

the rest of the image. The radius parameter determines how large the area

with the more expensive upscaling is. Upscaling happens within a circle

centered 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 will

make the game treat texture lookups as if it were rendering at the higher

target resolution, which can improve image quality a little bit. However,

it can also cause render artifacts in rare circumstances. So if you experience

issues, you may want to turn this off.

applyMipBias: true

Fixed foveated rendering: continue rendering the center of the image at full

resolution, 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/circle

is 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 rendered

at 1/16th resolution.

Fixed foveated rendering is achieved with Variable Rate Shading. This technique is only

available on NVIDIA RTX and GTX 16xx cards.

fixedFoveated:

enable (true) or disable (false) fixed foveated rendering

enabled: false

configure the end of the inner circle, which is the area that will be rendered at full resolution

innerRadius: 0.6

configure the end of the second ring, which will be rendered at half resolution

midRadius: 0.8

configure the end of the third ring, which will be rendered at 1/4th resolution

outerRadius: 1.0

the remainder of the image will be rendered at 1/16th resolution

when 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 game

is rendering which eye to apply a proper foveation mask.

However, for some games the default guess may be wrong. In such instances, you can uncomment

and 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 the

left 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 time

the post-processing costs.

debugMode: true

Hotkeys allow you to modify certain settings of the mod on the fly, which is useful

for direct comparsions inside the headset. Note that any changes you make via hotkeys

are not currently persisted in the config file and will reset to the values in the

config file when you next launch the game.

hotkeys:

enable or disable hotkeys; if they cause conflicts with ingame hotkeys, you can either

configure them to different keys or just turn them off

enabled: true

toggles debugMode

toggleDebugMode: ["ctrl", "f1"]

cycle through the available upscaling methods

cycleUpscalingMethod: ["ctrl", "f2"]

increase the upscaling circle's radius (see above) by 0.05

increaseUpscalingRadius: ["ctrl", "f3"]

decrease the upscaling circle's radius (see above) by 0.05

decreaseUpscalingRadius: ["ctrl", "f4"]

increase the upscaling sharpness (see above) by 0.05

increaseUpscalingSharpness: ["ctrl", "f5"]

decrease the upscaling sharpness (see above) by 0.05

decreaseUpscalingSharpness: ["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 rendering

toggleFixedFoveated: ["alt", "f1"]

toggle if you want to prefer horizontal or vertical resolution

toggleFFRFavorHorizontal: ["alt", "f2"]