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fix: let FSR3 settings persist across restarts without env var
FSR2/FSR3 upscaling mode was forcibly reverted to FSR1 on every startup unless the WOWEE_ALLOW_STARTUP_FSR2 environment variable was set. This meant users had to re-select FSR 3.x and re-enable frame generation on every launch. Removed the env var requirement since the deferred activation (wait until IN_WORLD state) already provides sufficient startup safety by preventing FSR init during login/character screens.
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1ed6380152
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1 changed files with 2 additions and 14 deletions
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@ -594,22 +594,10 @@ void GameScreen::render(game::GameHandler& gameHandler) {
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renderer->setFSRSharpness(pendingFSRSharpness);
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renderer->setFSR2DebugTuning(pendingFSR2JitterSign, pendingFSR2MotionVecScaleX, pendingFSR2MotionVecScaleY);
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renderer->setAmdFsr3FramegenEnabled(pendingAMDFramegen);
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// Safety fallback: persisted FSR2 can still hang on some systems during startup.
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// Require explicit opt-in for startup FSR2; otherwise fall back to FSR1.
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const bool allowStartupFsr2 = (std::getenv("WOWEE_ALLOW_STARTUP_FSR2") != nullptr);
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int effectiveMode = pendingUpscalingMode;
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if (effectiveMode == 2 && !allowStartupFsr2) {
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static bool warnedStartupFsr2Fallback = false;
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if (!warnedStartupFsr2Fallback) {
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LOG_WARNING("Startup FSR2 is disabled by default for stability; falling back to FSR1. Set WOWEE_ALLOW_STARTUP_FSR2=1 to override.");
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warnedStartupFsr2Fallback = true;
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}
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effectiveMode = 1;
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pendingUpscalingMode = 1;
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pendingFSR = true;
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}
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// If explicitly enabled, still defer FSR2 until fully in-world.
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// Defer FSR2/FSR3 activation until fully in-world to avoid
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// init issues during login/character selection screens.
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if (effectiveMode == 2 && gameHandler.getState() != game::WorldState::IN_WORLD) {
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renderer->setFSREnabled(false);
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renderer->setFSR2Enabled(false);
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