Browse Source

Disabling inverted depth flag while I try to figure out what the correct way to deal with this is. For now, this fixes the broken disocclusion mask causing holes in the interpolated frame, which then get filled in with junk by the inpainting pass.

fsr3framegen
Nico de Poel 2 years ago
parent
commit
49d197e60f
  1. 8
      Runtime/FrameInterpolation/FrameInterpolation.cs

8
Runtime/FrameInterpolation/FrameInterpolation.cs

@ -9,10 +9,10 @@ namespace FidelityFX.FrameGen
{
public static FrameInterpolationContext CreateContext(Vector2Int displaySize, Vector2Int maxRenderSize, FrameInterpolationShaders shaders, GraphicsFormat backBufferFormat, InitializationFlags flags = 0)
{
if (SystemInfo.usesReversedZBuffer)
flags |= InitializationFlags.EnableDepthInverted;
else
flags &= ~InitializationFlags.EnableDepthInverted;
// if (SystemInfo.usesReversedZBuffer)
// flags |= InitializationFlags.EnableDepthInverted;
// else
// flags &= ~InitializationFlags.EnableDepthInverted;
var contextDescription = new ContextDescription
{

Loading…
Cancel
Save