Files
Cesarus85--mjolnir-vr/source/interface
Stefan MaierandClaude Opus 5.5 52ca15dcf0 VR: fixed foveated rendering of the eyes on the Quest (vr.foveation)
The Quest 3 at 90 Hz with graphics "high" spends 5-9 ms of GPU a frame
on the eyes and shows stale frames (ASW, doubled pictures as the head
turns); "medium" holds, so the frame is short of GPU time. The eyes are
now drawn at full detail about each lens's centre and coarser towards
their edges with GL_QCOM_texture_foveated (the Quest's Adreno 740), where
the lenses blur them anyway.

- vr.foveation "off", "low", "medium" (the default) or "high", a row
  on the VR options' MORE page (dim where the GPU has no foveation, as the
  Steam Frame's zink); read as it changes.
- The focal point of each eye is its lens centre, tangent 0, in the
  picture's coordinates: off the middle, the Quest's views being
  asymmetric. Full detail within sqrt(1 + area) / gain of it (0.69, 0.58,
  0.43 of the half width), down to a least density of 1/2, 1/4, 1/8.
- Only the eyes' targets: the multiview layers, which nothing else draws
  into; one eye at a time, the back buffer only from the eye's camera to
  its copy into the headset's image, so the HUD, menus, scope, crosshair
  and names drawn into it after stay at full detail. A texture is first
  foveated when the setting is not off (it cannot be undone); "off"
  afterwards sets the gain to 0, full detail everywhere.
- The GL ES log line names foveation, GL_KHR_parallel_shader_compile and
  the program binary formats the driver has; the first foveated target
  logs the extension's features and focal points, vr.c the level and the
  lens centres.

Checked: the APK builds; the desktop and web paths compile (no foveation
code outside HALO_ANDROID). Not tried on a headset.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 20:34:22 +02:00
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