From 590de7eea80524398260c641098f4ac1b28ae362 Mon Sep 17 00:00:00 2001 From: tetrapod00 <145553014+tetrapod00@users.noreply.github.com> Date: Sat, 14 Dec 2024 11:05:02 -0800 Subject: [PATCH] Link to foveation settings from VRS page --- tutorials/3d/variable_rate_shading.rst | 2 ++ tutorials/xr/openxr_settings.rst | 2 ++ 2 files changed, 4 insertions(+) diff --git a/tutorials/3d/variable_rate_shading.rst b/tutorials/3d/variable_rate_shading.rst index 19bcabe4f82..116e9ca281e 100644 --- a/tutorials/3d/variable_rate_shading.rst +++ b/tutorials/3d/variable_rate_shading.rst @@ -87,6 +87,8 @@ Using variable rate shading in Godot shading. VRS can be used in both pancake (non-XR) and XR display modes. The Compatibility renderer does **not** support variable rate shading. + For XR, you can use :ref:`foveation level ` + as an alternative. In the advanced Project Settings, the **Rendering > VRS** section offers settings to control variable rate shading on the root viewport: diff --git a/tutorials/xr/openxr_settings.rst b/tutorials/xr/openxr_settings.rst index ce4d0ffe9bf..d09334de0b8 100644 --- a/tutorials/xr/openxr_settings.rst +++ b/tutorials/xr/openxr_settings.rst @@ -163,6 +163,8 @@ If a mode is selected that is not supported by the headset, the first available From Godot 4.3 onwards selecting the alpha blend mode will also perform these extra steps. This does require the latest vendor plugin to be installed. +.. _doc_openxr_settings_foveation_level: + Foveation Level ---------------