FidelityFX FSR v2.1.1
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@ -1,9 +1,13 @@
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2022-09-13 | FidelityFX Super Resolution 2.1.1
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- Fix issue with reprojection data on a reset.
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2022-09-06 | FidelityFX Super Resolution 2.1
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- Reactivity mask now uses full range of value in the mask (0.0 - 1.0).
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- Reactivity and Composition and Transparency mask dialation is now based on input colors to avoid expanding reactiveness into non-relevant upscaled areas.
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- Disocclusion logic improved in order to detect disocclusions in areas with very small depth deparation.
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- Disocclusion logic improved in order to detect disocclusions in areas with very small depth separation.
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- RCAS Pass forced to fp32 mode to reduce chance of issues seen with HDR input values.
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- Fix for display-resolution motion vectors interpretation.
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- FP16/FP32 computation review, readjusting balance of fp16/fp32 for maximum quality.
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@ -1,4 +1,4 @@
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FidelityFX Super Resolution 2.1
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FidelityFX Super Resolution 2.1.1
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=================================
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Features
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@ -20,6 +20,7 @@ Changes
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- Various documentation edits for spelling.
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- Clarified the frame delta time input value within the readme documentation.
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- Fixed issue with bad memset within the shader blob selection logic.
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- Fix issue with reprojection data on a reset.
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Limitations
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-----------
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@ -40,7 +40,7 @@
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/// FidelityFX Super Resolution 2 patch version.
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///
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/// @ingroup FSR2
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#define FFX_FSR2_VERSION_PATCH (0)
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#define FFX_FSR2_VERSION_PATCH (1)
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/// The size of the context specified in 32bit values.
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///
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@ -182,6 +182,7 @@ void Accumulate(FfxInt32x2 iPxHrPos)
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const FfxFloat32x2 fDilatedReactiveMasks = SampleDilatedReactiveMasks(fLrUvJittered);
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const FfxFloat32 fReactiveMax = fDilatedReactiveMasks.x;
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const FfxFloat32 fAccumulationMask = fDilatedReactiveMasks.y;
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const FfxBoolean bIsResetFrame = (0 == FrameIndex());
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FfxFloat32x4 fHistoryColorAndWeight = FfxFloat32x4(0, 0, 0, 0);
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FfxFloat32x3 fLockStatus;
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@ -191,7 +192,7 @@ void Accumulate(FfxInt32x2 iPxHrPos)
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FfxFloat32x2 fReprojectedHrUv = FfxFloat32x2(0, 0);
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ComputeReprojectedUVs(iPxHrPos, fMotionVector, fReprojectedHrUv, bIsExistingSample);
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if (bIsExistingSample) {
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if (bIsExistingSample && !bIsResetFrame) {
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ReprojectHistoryColor(iPxHrPos, fReprojectedHrUv, fHistoryColorAndWeight);
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ReprojectHistoryLockStatus(iPxHrPos, fReprojectedHrUv, fLockStatus);
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}
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