Home Explore Help
Sign In
ndepoel
/
FSRTestPPV2
1
0
Fork 0
Code Issues Pull Requests Projects Releases Wiki Activity
106 Commits
12 Branches
0 Tags
135 MiB
Tree: 49a55498c4
armasr
asr-console
dec2024update
fsr2
fsr3
fsr3.1
master
may2025update
multi-scaler
pssr
sgsr2_fs
stable
Branches Tags
${ item.name }
Create tag ${ searchTerm }
Create branch ${ searchTerm }
from '49a55498c4'
${ noResults }
Commit Graph

7 Commits (49a55498c4fb27aa152ea71c447afdc7e966df97)

Author SHA1 Message Date
Nico de Poel 0bbf0de336 Initialize PSSR plugin once in class constructor and don't bother cleaning up, since we can reuse the same shared resources for the duration of the application's lifetime.
1 year ago
Nico de Poel 9a80b0f1c0 Some cleanup and reorganization
1 year ago
Nico de Poel 7f48d82c81 - Provide copies of depth and MVs ourselves, which ties in nicely with the mandatory Prepare Input copying.
- Made auto-keeping of copies internally by MFSR optional
- Added optional auto-reactive mask generation pass
1 year ago
Nico de Poel 010be580b9 Simplified prepare inputs shader and added a comment about the depth RT
1 year ago
Nico de Poel dc12bc4a45 Allow option flags to be set from Unity and set motion vector gamma to 1 by default
1 year ago
Nico de Poel 2ecc2d54b9 - Use non-jittered camera projection matrix
- Double checked jitter offset values
- Use prepared (i.e. copied) motion vector texture
1 year ago
Nico de Poel 8d973cf234 First working proof-of-concept implementation of PSSR
1 year ago
Powered by Gitea Version: 1.14.1 Page: 187ms Template: 2ms
English
English 简体中文 繁體中文(香港) 繁體中文(台灣) Deutsch français Nederlands latviešu русский Українська 日本語 español português do Brasil Português de Portugal polski български italiano suomi Türkçe čeština српски svenska 한국어
Licenses API Website Go1.16.3