- Joined on May 08, 2021
ndepoel pushed to swapchain at ndepoel/FSR3UnityPlugin
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818c146f08 Merge branch 'master' into swapchain
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e20c6c47ac DX12 interface V8 experiments
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f79ad52483 Updated Unity plugin API headers, with support for new D3D12 v8 interface
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587cec3a33 Updated to FidelityFX SDK 1.1.4 with FSR 3.1.4
- Compare 4 commits »
3 months ago
ndepoel pushed to master at ndepoel/FSR3UnityPlugin
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e20c6c47ac DX12 interface V8 experiments
3 months ago
ndepoel pushed to swapchain at ndepoel/FSR3UnityPlugin
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abfd3eba09 WIP experiments
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97e220af24 Merge branch 'master' into swapchain
- Compare 2 commits »
3 months ago
ndepoel pushed to master at ndepoel/FSR3UnityPlugin
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f79ad52483 Updated Unity plugin API headers, with support for new D3D12 v8 interface
3 months ago
ndepoel pushed to may2025update at ndepoel/FSRTestPPV2
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9af43c4f85 FSR 2.3.4/3.1.5 update
8 months ago
ndepoel pushed to fsr3.1.4 at ndepoel/FSRPackage
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89f8f0d71f FSR 2.3.4/3.1.5 update: Fix for possible negative rcas output.
8 months ago
ndepoel pushed to fsr3.1.4 at ndepoel/FSRPackage
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c31c462f7f Fixed Metal not getting compiled with texture array support, which broke HDRP support.
8 months ago
ndepoel pushed to fsr3.1.4 at ndepoel/FSRPackage
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419c82668a Updated package version number
11 months ago
ndepoel pushed to master at ndepoel/FSR3UnityPlugin
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587cec3a33 Updated to FidelityFX SDK 1.1.4 with FSR 3.1.4
11 months ago
ndepoel pushed to may2025update at ndepoel/FSRTestPPV2
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c822943546 Backported fixes for auto-exposure and new locks
11 months ago
ndepoel pushed to fsr3.1.4 at ndepoel/FSRPackage
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ef8a19887b (FSR3) Clear new locks buffer ahead of the frame instead of at the end of the Accumulate pass. This makes more sense with NewLocks being an aliasable (temp RT) resource, and it avoids reading and writing to the same texture in the Accumulate pass.
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5bb38aa76d (FSR2) Clear new locks buffer ahead of the frame instead of at the end of the Accumulate pass. This makes more sense with NewLocks being an aliasable (temp RT) resource, and it avoids reading and writing to the same texture in the Accumulate pass.
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fddefa8165 Changed auto-exposure texture into a double buffered resource (FSR3), to avoid issues with reading and writing to the same texture in the compute luminance pass. This allows fast exposure convergence without issues on OpenGL and Metal.
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97af0d9d8a Changed auto-exposure texture into a double buffered resource (FSR2), to avoid issues with reading and writing to the same texture in the compute luminance pass. This allows fast exposure convergence without issues on OpenGL and Metal.
- Compare 4 commits »
11 months ago
ndepoel pushed to may2025update at ndepoel/FSRTestPPV2
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10de723158 Added settings and UI for the new advanced configuration features
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076155a916 Updated to FSR 3.1.4 and backported a couple of previous PPV2 fixes
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b71f556a0b Updated gitignore to filter out some more stuff
- Compare 3 commits »
11 months ago
ndepoel pushed to fsr3.1.4 at ndepoel/FSRPackage
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834abd0f0e Ported changes from FidelityFX 1.1.4
11 months ago
ndepoel pushed to fsr2 at ndepoel/FSR3UnityPlugin
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167433ba31 Implemented base event ID the way Unity's plugin interface actually expects you to: by reserving a range during initialization and storing the base value returned by Unity.
1 year ago
ndepoel pushed to master at ndepoel/FSR3UnityPlugin
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528558d070 Implemented base event ID the way Unity's plugin interface actually expects you to: by reserving a range during initialization and storing the base value returned by Unity.
1 year ago
ndepoel pushed to fsr3.1 at ndepoel/FSRTestPPV2
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66e3842ebf Fixed jitter being weirdly inverted, though in Isonzo the opposite is required. Strange.
1 year ago
ndepoel pushed to master at ndepoel/FSR3UnityPlugin
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22fb91e3c0 Added missing copying of select initialization data into feature struct
1 year ago