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Remove FSR performance preset and add native quality mode
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f6fce0f19a
commit
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2 changed files with 6 additions and 4 deletions
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@ -118,7 +118,7 @@ private:
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int pendingPOMQuality = 1; // 0=Low(16), 1=Medium(32), 2=High(64)
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bool pendingFSR = false;
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int pendingUpscalingMode = 0; // 0=Off, 1=FSR1, 2=FSR2
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int pendingFSRQuality = 0; // 0=UltraQuality, 1=Quality, 2=Balanced, 3=Performance
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int pendingFSRQuality = 0; // 0=UltraQuality, 1=Quality, 2=Balanced, 3=Native(100%)
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float pendingFSRSharpness = 0.5f;
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float pendingFSR2JitterSign = 0.40f;
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float pendingFSR2MotionVecScaleX = 1.0f;
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@ -321,7 +321,8 @@ void GameScreen::render(game::GameHandler& gameHandler) {
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if (!fsrSettingsApplied_) {
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auto* renderer = core::Application::getInstance().getRenderer();
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if (renderer) {
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static const float fsrScales[] = { 0.77f, 0.67f, 0.59f, 0.50f };
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static const float fsrScales[] = { 0.77f, 0.67f, 0.59f, 1.00f };
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pendingFSRQuality = std::clamp(pendingFSRQuality, 0, 3);
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renderer->setFSRQuality(fsrScales[pendingFSRQuality]);
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renderer->setFSRSharpness(pendingFSRSharpness);
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renderer->setFSR2DebugTuning(pendingFSR2JitterSign, pendingFSR2MotionVecScaleX, pendingFSR2MotionVecScaleY);
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@ -6336,8 +6337,9 @@ void GameScreen::renderSettingsWindow() {
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ImGui::TextDisabled("FSR2 backend: %s",
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renderer->isAmdFsr2SdkAvailable() ? "AMD FidelityFX SDK" : "Internal fallback");
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}
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const char* fsrQualityLabels[] = { "Ultra Quality (77%)", "Quality (67%)", "Balanced (59%)", "Performance (50%)" };
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static const float fsrScaleFactors[] = { 0.77f, 0.67f, 0.59f, 0.50f };
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const char* fsrQualityLabels[] = { "Ultra Quality (77%)", "Quality (67%)", "Balanced (59%)", "Native (100%)" };
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static const float fsrScaleFactors[] = { 0.77f, 0.67f, 0.59f, 1.00f };
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pendingFSRQuality = std::clamp(pendingFSRQuality, 0, 3);
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if (ImGui::Combo("FSR Quality", &pendingFSRQuality, fsrQualityLabels, 4)) {
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if (renderer) renderer->setFSRQuality(fsrScaleFactors[pendingFSRQuality]);
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saveSettings();
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