Add live FSR2 motion/jitter tuning controls and HUD readout

This commit is contained in:
Kelsi 2026-03-08 20:56:22 -07:00
parent 38c55e4f37
commit 2e71c768db
5 changed files with 65 additions and 6 deletions

View file

@ -324,6 +324,7 @@ void GameScreen::render(game::GameHandler& gameHandler) {
static const float fsrScales[] = { 0.77f, 0.67f, 0.59f, 0.50f };
renderer->setFSRQuality(fsrScales[pendingFSRQuality]);
renderer->setFSRSharpness(pendingFSRSharpness);
renderer->setFSR2DebugTuning(pendingFSR2JitterSign, pendingFSR2MotionVecScaleX, pendingFSR2MotionVecScaleY);
// Safety fallback: persisted FSR2 can still hang on some systems during startup.
// Require explicit opt-in for startup FSR2; otherwise fall back to FSR1.
const bool allowStartupFsr2 = (std::getenv("WOWEE_ALLOW_STARTUP_FSR2") != nullptr);
@ -6345,6 +6346,37 @@ void GameScreen::renderSettingsWindow() {
if (renderer) renderer->setFSRSharpness(pendingFSRSharpness);
saveSettings();
}
if (fsrMode == 2) {
ImGui::SeparatorText("FSR2 Tuning");
if (ImGui::SliderFloat("Jitter Sign", &pendingFSR2JitterSign, -2.0f, 2.0f, "%.2f")) {
if (renderer) {
renderer->setFSR2DebugTuning(
pendingFSR2JitterSign,
pendingFSR2MotionVecScaleX,
pendingFSR2MotionVecScaleY);
}
saveSettings();
}
if (ImGui::SliderFloat("MV Scale X", &pendingFSR2MotionVecScaleX, -2.0f, 2.0f, "%.2f")) {
if (renderer) {
renderer->setFSR2DebugTuning(
pendingFSR2JitterSign,
pendingFSR2MotionVecScaleX,
pendingFSR2MotionVecScaleY);
}
saveSettings();
}
if (ImGui::SliderFloat("MV Scale Y", &pendingFSR2MotionVecScaleY, -2.0f, 2.0f, "%.2f")) {
if (renderer) {
renderer->setFSR2DebugTuning(
pendingFSR2JitterSign,
pendingFSR2MotionVecScaleX,
pendingFSR2MotionVecScaleY);
}
saveSettings();
}
ImGui::TextDisabled("Tip: default is jitter=-1, mv=(1,1).");
}
}
}
if (ImGui::SliderInt("Ground Clutter Density", &pendingGroundClutterDensity, 0, 150, "%d%%")) {
@ -7465,6 +7497,9 @@ void GameScreen::saveSettings() {
out << "fsr=" << (pendingFSR ? 1 : 0) << "\n";
out << "fsr_quality=" << pendingFSRQuality << "\n";
out << "fsr_sharpness=" << pendingFSRSharpness << "\n";
out << "fsr2_jitter_sign=" << pendingFSR2JitterSign << "\n";
out << "fsr2_mv_scale_x=" << pendingFSR2MotionVecScaleX << "\n";
out << "fsr2_mv_scale_y=" << pendingFSR2MotionVecScaleY << "\n";
// Controls
out << "mouse_sensitivity=" << pendingMouseSensitivity << "\n";
@ -7561,6 +7596,9 @@ void GameScreen::loadSettings() {
}
else if (key == "fsr_quality") pendingFSRQuality = std::clamp(std::stoi(val), 0, 3);
else if (key == "fsr_sharpness") pendingFSRSharpness = std::clamp(std::stof(val), 0.0f, 2.0f);
else if (key == "fsr2_jitter_sign") pendingFSR2JitterSign = std::clamp(std::stof(val), -2.0f, 2.0f);
else if (key == "fsr2_mv_scale_x") pendingFSR2MotionVecScaleX = std::clamp(std::stof(val), -2.0f, 2.0f);
else if (key == "fsr2_mv_scale_y") pendingFSR2MotionVecScaleY = std::clamp(std::stof(val), -2.0f, 2.0f);
// Controls
else if (key == "mouse_sensitivity") pendingMouseSensitivity = std::clamp(std::stof(val), 0.05f, 1.0f);
else if (key == "invert_mouse") pendingInvertMouse = (std::stoi(val) != 0);