diff --git a/Assets/Scripts/Fsr2.cs b/Assets/Scripts/Fsr2.cs index 74c3fe0..6999df6 100644 --- a/Assets/Scripts/Fsr2.cs +++ b/Assets/Scripts/Fsr2.cs @@ -47,7 +47,6 @@ namespace FidelityFX return 2.0f; case QualityMode.UltraPerformance: return 3.0f; - case QualityMode.Native: default: return 1.0f; } @@ -103,7 +102,6 @@ namespace FidelityFX public enum QualityMode { - Native = 0, Quality = 1, Balanced = 2, Performance = 3, diff --git a/Assets/Scripts/Fsr2Controller.cs b/Assets/Scripts/Fsr2Controller.cs index ba6a4bd..aa87f13 100644 --- a/Assets/Scripts/Fsr2Controller.cs +++ b/Assets/Scripts/Fsr2Controller.cs @@ -70,7 +70,6 @@ public class Fsr2Controller : MonoBehaviour RenderPipelineManager.endContextRendering += OnEndContextRendering; - // TODO: destroy and recreate context on screen resolution and/or quality mode change _context = Fsr2.CreateContext(DisplaySize, RenderSize, Fsr2.InitializationFlags.EnableMotionVectorsJitterCancellation); // TODO: do we need a depth buffer for the output? We will need depth & motion vectors for subsequent post-FX. How should FSR2 output these?