Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Link to foveation settings from VRS page #10408

Merged
merged 1 commit into from
Dec 15, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
2 changes: 2 additions & 0 deletions tutorials/3d/variable_rate_shading.rst
Original file line number Diff line number Diff line change
Expand Up @@ -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 <doc_openxr_settings_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:
Expand Down
2 changes: 2 additions & 0 deletions tutorials/xr/openxr_settings.rst
Original file line number Diff line number Diff line change
Expand Up @@ -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
---------------

Expand Down