Slopped. Blur enabled by default. The custom tab is also enabled by default with some common boxes enabled. The menu is taller by default.
The menu is slowly coming together I'd say. Please do share your feedback on Discord, good or bad.
Slopped. Updates the camera rotation using the absolute latest data. The idea is that the CPU constantly updates a mouse position that the GPU sees, GPU grabs it without sync (which is technically a race condition), uses them to compute the matrices and reprojects using that.
Basically what VR does but this is still not async.
Any config can have a per game value now without having to create special quirks and handling for each one. The values can also be conditional.
We were getting close to the uint64_t limit with our quirks so something had to be done.
A lot of slop, some overkill but sl hooks were already a mess and this makes them slightly cleaner in some areas.
Opti should now survive a game being on the sl denylist and sl plugin unloads.
Heavily slopped. Still open for suggestions, it's not necessarily final. Should give room for any future expansion. If you prefer having some settings on a single page then please take a look at the custom tab.
Includes an attempt at making reprojection work with FSRFG but for now it's disabled due to presentCallback not being called just before present call happens.
Relies on https://github.com/FakeMichau/UeLowLatency and UE4SS
Now the requirement for UE games is lowered to just an upscaler + Reflex + Hudless (can be from Hudfix). But seems like the FOV reported by DRG is slightly wrong, will need to check.
Should improve camera smoothness when doing fine movements. This are still cases where some raw inputs calls might get dropped/missed but should be slightly better now.
Was using present to present mouse movement with sim to sim camera position to calibrate. Obv incorrect, now should be fine.
Not quite sure if this early input collection is even correct.
There is still an issue where if there are multiple in-flight frames, only the freshest gets reprojected. Can be seen with high GPU load, no AL2 and FLM; camera snaps back and forth then it measures