FidelityFX FSR v2.1.1

This commit is contained in:
Rys Sommefeldt 2022-09-15 11:21:51 +01:00
parent ea97a113b0
commit f8b3d1b2c3
4 changed files with 10 additions and 4 deletions

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@ -1,9 +1,13 @@
2022-09-13 | FidelityFX Super Resolution 2.1.1
-------
- Fix issue with reprojection data on a reset.
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).
- Reactivity and Composition and Transparency mask dialation is now based on input colors to avoid expanding reactiveness into non-relevant upscaled areas.
- Disocclusion logic improved in order to detect disocclusions in areas with very small depth deparation.
- Disocclusion logic improved in order to detect disocclusions in areas with very small depth separation.
- RCAS Pass forced to fp32 mode to reduce chance of issues seen with HDR input values.
- Fix for display-resolution motion vectors interpretation.
- FP16/FP32 computation review, readjusting balance of fp16/fp32 for maximum quality.

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@ -1,4 +1,4 @@
FidelityFX Super Resolution 2.1
FidelityFX Super Resolution 2.1.1
=================================
Features
@ -20,6 +20,7 @@ Changes
- Various documentation edits for spelling.
- Clarified the frame delta time input value within the readme documentation.
- Fixed issue with bad memset within the shader blob selection logic.
- Fix issue with reprojection data on a reset.
Limitations
-----------

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@ -40,7 +40,7 @@
/// FidelityFX Super Resolution 2 patch version.
///
/// @ingroup FSR2
#define FFX_FSR2_VERSION_PATCH (0)
#define FFX_FSR2_VERSION_PATCH (1)
/// The size of the context specified in 32bit values.
///

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@ -182,6 +182,7 @@ void Accumulate(FfxInt32x2 iPxHrPos)
const FfxFloat32x2 fDilatedReactiveMasks = SampleDilatedReactiveMasks(fLrUvJittered);
const FfxFloat32 fReactiveMax = fDilatedReactiveMasks.x;
const FfxFloat32 fAccumulationMask = fDilatedReactiveMasks.y;
const FfxBoolean bIsResetFrame = (0 == FrameIndex());
FfxFloat32x4 fHistoryColorAndWeight = FfxFloat32x4(0, 0, 0, 0);
FfxFloat32x3 fLockStatus;
@ -191,7 +192,7 @@ void Accumulate(FfxInt32x2 iPxHrPos)
FfxFloat32x2 fReprojectedHrUv = FfxFloat32x2(0, 0);
ComputeReprojectedUVs(iPxHrPos, fMotionVector, fReprojectedHrUv, bIsExistingSample);
if (bIsExistingSample) {
if (bIsExistingSample && !bIsResetFrame) {
ReprojectHistoryColor(iPxHrPos, fReprojectedHrUv, fHistoryColorAndWeight);
ReprojectHistoryLockStatus(iPxHrPos, fReprojectedHrUv, fLockStatus);
}