Trevor Jones
Trevor Jones
So I found another solution to this problem but its not ideal Instead of splitting the the `[(ngModel)]` binding into `[ngModel] (ngModelChange)` I did this ``` export class MyStore implements...
Doesn't Reshade and VRPerfkit both inject using dxgi.dll ? I would think this would make them totally incompatible.
So the chances of this getting pulled in is slim in its current state. However since it can work I wonder if it would be possible to allow FFR in...
Oh and 1 more thing @fholger , now that reshade 5 is out and has VR support would it be possible since they both seem to hook the same way....
Well if it was a hidden option it might be cool, because we need to install it per game anyway. 😉
> The fixed foveation could absolutely work as a Reshade plugin, and I'm seriously considering it as it would be much easier to make it work with APIs other than...
No doubt, take your time. There already is an AMD CAS plugin in reshade 5 right now. So I see no reason why FFR couldn't be there as well.
I just noticed over on the OpenXR Toolkit, they have implemented what we want. Its also kind of cool they have an overlay. Apparently they are using the same code...
Seems , Meta doesn't understand the purpose of "Open"XR
Also it could also use an option to get rid of that space background