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Mads Buvik Sandvei 2020-08-07 22:31:11 +02:00
parent d0ab6f4497
commit 290068b871
2 changed files with 2 additions and 2 deletions

View file

@ -48,7 +48,7 @@ namespace MWVR {
throw std::runtime_error("Swapchain color format not supported"); throw std::runtime_error("Swapchain color format not supported");
} }
mSwapchainColorFormat = *swapchainFormatIt; mSwapchainColorFormat = *swapchainFormatIt;
Log(Debug::Verbose) << "Selected depth format: " << std::dec << mSwapchainColorFormat << " (" << std::hex << mSwapchainColorFormat << ")"; Log(Debug::Verbose) << "Selected color format: " << std::dec << mSwapchainColorFormat << " (" << std::hex << mSwapchainColorFormat << ")";
if (xr->xrExtensionIsEnabled(XR_KHR_COMPOSITION_LAYER_DEPTH_EXTENSION_NAME)) if (xr->xrExtensionIsEnabled(XR_KHR_COMPOSITION_LAYER_DEPTH_EXTENSION_NAME))
{ {

View file

@ -909,7 +909,7 @@ real height = 1.85
# If enabled, the game window will show your VR view. If not, it will show nothing. # If enabled, the game window will show your VR view. If not, it will show nothing.
mirror texture = true mirror texture = true
# Openmw will sync with openxr at the beginning of this phase in the rendering pipeline. From early to late in the pipeline the options are update, cull, draw, and swap in that order. If you experience visual glitches such as frames jittering across your vision, try changing this to an earlier phase. Earlier phases reduce glitches, at the cost of performance, while later phases may significantly boost framerate at the cost of introducing glitches. With shadows enabled, i recommend 'cull'. With shadows disabled, 'draw' may be a playable choice. 'swap' will almost certainly tear your eyes out. # Openmw will sync with openxr at the beginning of this phase in the rendering pipeline. From early to late in the pipeline the options are update, cull, draw, and swap in that order. If you experience visual glitches such as frames jittering across your vision, try changing this to an earlier phase.
openxr sync phase = draw openxr sync phase = draw
# Determines how quickly you have to move your hand minimum, in meters/second, to perform an attack # Determines how quickly you have to move your hand minimum, in meters/second, to perform an attack