Specific fixes had to be made for GTFO which is why the VRPerformanceKit is included as a separate archive in this release. It's also possible to enable foveated rendering (lowering resolution on the edges of vision) if your card supports it this gives a reasonable performance boost. VRPerformanceKit is a rendering extension which allows the use of AMD's or Nvidia's upscaling technologies in VR games that don't have it out of the box. Be sure to check the readme to fine-tune your graphics settings. Performance overall is also a bit lower than previous rundowns due to the rendering upgrades. Much has changed in the rendering of the game, most notably the VRAM usage is now sky-high so unless you have more than 12GB of VRAM you will experience crashing if your texture resolution setting is set to medium or high. I've decided to push through and get it to a usable state for the newest GTFO updates where the old rundowns are making a comeback (which I believe to be a very good decision!) This release has been in the works for a while. Make sure to follow the new install instructions! GTFO is very VRAM hungry! If your texture or render resolution settings are too high and you're using too much VRAM your game will be very unstable!Ĭhanging resolution in-game or even playing some maps might cause crashes depending on your resolution and/or texture resolution settings!įor Quest headsets: Link/airlink are very crash-prone. Tweaked every weapon in the game to have its own haptics 'identity'.Fixed menu issues where high HMD resolutions would prevent UI at the edges of the screen from being accessible.Fixed and improved Accrat ND6 heavy SMG sight.You can now disable/enable these whenever. Made Bhaptics and shockwave integrations optional.This is a possible fix for the menu stutter issue. Total melee hit detection overhaul by Roughy! Melee weapons should feel much better now.Ported bhaptics to the new bhaptics SDK, which should resolve any leftover crashing.Removed an outdated config option (skip damage feedback).Made hidden area mesh toggleable, as it might cause artifacting on some setups (edges of screen not rendering).Improved efficiency of rendering by improving the hidden area mesh and skipping some work that is the same for both eyes. ![]()
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