FlashMode added a new file:
QuoteDisplay MoreHow the idea originated:
We all know that Tarkov uses a "Picture in Picture" system for optic scopes
And previously (before patch 0.13.05), the resolution of the internal rendering picture (in optic scope) depended on the resolution of the external rendering (player camera). So, if we lowered for example FSR 2.2 to level "Ultra Performance", it gave us good gain in fps from player's camera (external rendering), but very badly worsened image when we look through the optical sight (internal rendering)
Now (after the 0.13.05 patch), the external rendering resolution (player camera) has no effect on the internal rendering (in optic scope), I say even more, now the image in optic scope is always rendered in full native resolution
And that's why I came up with an idea to dynamically control the resolution of the external rendering directly (player's camera), and without any loss in the quality of the internal rendering (in optic scope)
This mod works this way:
1) It checks what scaling method is used (or lack of it) and with what settings
2) Then when you look through the optical scope, it lowers the resolution of the external rendering (a picture of what is outside the optic scope) to the specified in the BepInEx config
3) And when you exit the scope, it returns your previous settings
In the end this gives a very nice performance boost, BUT if you don't have a "bottleneck" on CPU performance
Known issue (idk how to fix it so far, it's beyond my capabilities- Not compatible with SurroundDOF option in Amand's Graphics
- Not compatible with Motion Blur option in Amand's Graphics
- When using FSR2/DLSS and entering in optical sight, the screen will blink
- Not compatible with FXAA anti-aliasingInstallation:
1) Download file
2) Place this file in BepInEx/plugins
3) The mod works automatically with the default settings of 50% downsampling if FSR 1.0 or FSR 2.2 are not enabled, and 50% downsampling if FSR 1.0 or FSR 2.2 are enabled
Credits:
Thanks to MarsyApp, who listened to me and tried to implement it, created a "base", which later I refined a little bitThanks to DrakiaXYZ for overall mod improvement
Example: