Add Path A/B/C FSR3 runtime detection with clear FG fallback status

This commit is contained in:
Kelsi 2026-03-09 00:01:45 -07:00
parent 5ad4b9be2d
commit 93850ac6dc
7 changed files with 92 additions and 17 deletions

View file

@ -6346,11 +6346,18 @@ void GameScreen::renderSettingsWindow() {
if (renderer->isAmdFsr3FramegenRuntimeActive()) {
runtimeStatus = "Active";
} else if (renderer->isAmdFsr3FramegenRuntimeReady()) {
runtimeStatus = "Library loaded (dispatch staged)";
runtimeStatus = "Ready";
} else {
runtimeStatus = "Library missing";
runtimeStatus = "Unavailable";
}
ImGui::TextDisabled("Runtime: %s (%s)",
runtimeStatus, renderer->getAmdFsr3FramegenRuntimePath());
if (!renderer->isAmdFsr3FramegenRuntimeReady()) {
const std::string& runtimeErr = renderer->getAmdFsr3FramegenRuntimeError();
if (!runtimeErr.empty()) {
ImGui::TextDisabled("Reason: %s", runtimeErr.c_str());
}
}
ImGui::TextDisabled("Runtime: %s", runtimeStatus);
} else {
ImGui::BeginDisabled();
bool disabledFg = false;