Hi.
I am seeing some artifacts on the bottom-right edges of the viewport with dynamic resolution scaling.
From what I can tell, ReconstructAndDilate can write data coming from outside the RenderSize() into the rw_reconstructed_depth_previous_frame buffer.
It does check the bounds when writing but it can write a depth value that comes from outside the viewport.
This can cause artifacts that are especially noticeable with dynamic resolution scale.
See ReconstructPrevDepth, iPxPos may be an out-of-viewport location as threads out of bounds are not killed, so fDepth/fMotionVector can be garbage. Garbage motion may then push the UV inside the viewport and write garbage depth to a valid location.
Clearing our depth/motion buffer at the start of each frame fixes it, but that obviously not nice.
I think just killing threads outside the viewport will fix the issue.
Side note: It doesn't seem possible to compile FSR manually anymore? There is a BuildFrameInterpolationShaders.bat to compile the shaders, but the executable to compile the shaders is no longer in the repository. I'd love to be able recompile the shaders with -Od and -Zi so I can debug and edit them.
Thanks
Hi.
I am seeing some artifacts on the bottom-right edges of the viewport with dynamic resolution scaling.
From what I can tell,
ReconstructAndDilatecan write data coming from outside theRenderSize()into therw_reconstructed_depth_previous_framebuffer.It does check the bounds when writing but it can write a depth value that comes from outside the viewport.
This can cause artifacts that are especially noticeable with dynamic resolution scale.
See
ReconstructPrevDepth,iPxPosmay be an out-of-viewport location as threads out of bounds are not killed, sofDepth/fMotionVectorcan be garbage. Garbage motion may then push the UV inside the viewport and write garbage depth to a valid location.Clearing our depth/motion buffer at the start of each frame fixes it, but that obviously not nice.
I think just killing threads outside the viewport will fix the issue.
Side note: It doesn't seem possible to compile FSR manually anymore? There is a
BuildFrameInterpolationShaders.batto compile the shaders, but the executable to compile the shaders is no longer in the repository. I'd love to be able recompile the shaders with-Odand-Ziso I can debug and edit them.Thanks