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Fixed-Foveated Support? #32

@kohijin

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@kohijin

Thanks for your great contributions to the VR community! I do own almost all the HMDs, but your Quest Ports are very inspiring and Quake is a perfect fit for the Quest's OLED Display.

So some mods / custom maps seem to struggle a bit with GPU bound lag on QuakeQuest, so I tried to enable FFR. Since there seems to be no option to enable FFR I tried forcing it on all apps, but despite the OVR Metrics Tool confirming FFR is set to 3 at all times, it seems like the game seems to be rendered in full resolution on the edges of the screen (even without providing the supersampling parameter).

Would native FFR support be a possible feature for a future release?

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