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Merge pull request godotengine#10408 from tetrapod00/vrs-xr
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Link to foveation settings from VRS page
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mhilbrunner authored Dec 15, 2024
2 parents 4e8160d + 590de7e commit 0d9e3ac
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2 changes: 2 additions & 0 deletions tutorials/3d/variable_rate_shading.rst
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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:
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2 changes: 2 additions & 0 deletions tutorials/xr/openxr_settings.rst
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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
---------------

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