Nico de Poel ndepoel
  • Joined on May 08, 2021
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ndepoel pushed to swapchain at ndepoel/FSR3UnityPlugin

3 months ago

ndepoel pushed to master at ndepoel/FSR3UnityPlugin

3 months ago

ndepoel pushed to swapchain at ndepoel/FSR3UnityPlugin

3 months ago

ndepoel created branch swapchain in ndepoel/FSR3UnityPlugin

3 months ago

ndepoel pushed to master at ndepoel/FSR3UnityPlugin

  • f79ad52483 Updated Unity plugin API headers, with support for new D3D12 v8 interface

3 months ago

ndepoel pushed to may2025update at ndepoel/FSRTestPPV2

8 months ago

ndepoel pushed to fsr3.1.4 at ndepoel/FSRPackage

  • 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

  • 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

11 months ago

ndepoel pushed to master at ndepoel/FSR3UnityPlugin

  • 587cec3a33 Updated to FidelityFX SDK 1.1.4 with FSR 3.1.4

11 months ago

ndepoel pushed to may2025update at ndepoel/FSRTestPPV2

  • c822943546 Backported fixes for auto-exposure and new locks

11 months ago

ndepoel pushed to fsr3.1.4 at ndepoel/FSRPackage

  • 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.
  • 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.
  • 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.
  • 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

11 months ago

ndepoel created branch may2025update in ndepoel/FSRTestPPV2

11 months ago

ndepoel pushed to fsr3.1.4 at ndepoel/FSRPackage

11 months ago

ndepoel created branch fsr3.1.4 in ndepoel/FSRPackage

11 months ago

ndepoel pushed to fsr2 at ndepoel/FSR3UnityPlugin

  • 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

  • 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

  • 66e3842ebf Fixed jitter being weirdly inverted, though in Isonzo the opposite is required. Strange.

1 year ago

ndepoel pushed to master at ndepoel/FSR3UnityPlugin

  • 22fb91e3c0 Added missing copying of select initialization data into feature struct

1 year ago