FidelityFX-FSR2
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FidelityFX Super Resolution 2
Hello, Is it possible to provide a command-line Windows tool for FSR2 like the one for FSR1 so that FSR2 could be tested and evaluated on any images? Thanks!
For user buffers, load-store without format is required. The other internal buffers just use something random, which is not correct.
 File: FSR2\Source\ffx-fsr2-api\dx12\shaders\ffx_fsr2_shaders_dx12.cpp Line: 391  ```c++ //memset(&outBlob, 0, sizeof(Fsr2ShaderBlobDX12)); memset(outBlob, 0, sizeof(Fsr2ShaderBlobDX12)); ```
When statically compiling FSR 2.0 and linking an application with support for both renderers, the function `fsr2GetPermutationBlobByIndex` of the Vulkan backend gets overridden by the DirectX 12 version. This means...
I've been wanting to test FSR2 out on an older machine, a Lenovo 510P with GT755M, and `CreateComputePipelineState` kept failing in `ffx_fsr2_dx12` with `E_INVALIDARGS`. Turning on DirectX Debug Layer provided...
`ffx_fsr2.cpp` line 659, 660: ``` context->constants.motionVectorJitterCancellation[0] = (context->previousJitterOffset[0] - context->constants.jitterOffset[0]) / motionVectorsTargetSize[0]; context->constants.motionVectorJitterCancellation[1] = (context->previousJitterOffset[1] - context->constants.jitterOffset[1]) / motionVectorsTargetSize[1]; ``` should be ``` context->constants.motionVectorJitterCancellation[0] = (context->previousJitterOffset[0] - context->constants.jitterOffset[0]) / motionVectorsTargetSize[0]...
Not sure if I'm doing something wrong or this is a bug, getting some prominently weird ghosting/ noise on moving parts of foliage. This has shown up on characters as...
``` initializationParameters.flags = FFX_FSR2_ENABLE_DEPTH_INVERTED | FFX_FSR2_ENABLE_AUTO_EXPOSURE; ``` should be ``` initializationParameters.flags = FFX_FSR2_ENABLE_AUTO_EXPOSURE; if (m_bInvertedDepth) { initializationParameters.flags |= FFX_FSR2_ENABLE_DEPTH_INVERTED; } ```
Assertion failed: PassInputs.PostDOFTranslucencyResources.IsValid() [File:C:\ue\msattert\unrealengine_plugin_dev\FSR2-500\FSR2\HostProject\Plugins\FSR2\Source\FSR2TemporalUpscaling\Private\FSR2TemporalUpscaler.cpp] [Line: 714] UnrealEditor_FSR2TemporalUpscaling!FFSR2TemporalUpscaler::AddPasses() [C:\ue\msattert\unrealengine_plugin_dev\FSR2-500\FSR2\HostProject\Plugins\FSR2\Source\FSR2TemporalUpscaling\Private\FSR2TemporalUpscaler.cpp:714] UnrealEditor_Renderer!AddPostProcessingPasses() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\PostProcess\PostProcessing.cpp:607] UnrealEditor_Renderer!FDeferredShadingSceneRenderer::Render() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:3313] UnrealEditor_Renderer!RenderViewFamily_RenderThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4101] UnrealEditor_Renderer!::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4352] UnrealEditor_Renderer!TEnqueueUniqueRenderCommandType::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:193] UnrealEditor_Renderer!TGraphTask::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975] UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753] UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:642] UnrealEditor_Core!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2115] UnrealEditor_RenderCore!RenderingThreadMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:380] UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:527]...
Hello, We found **fatal error** about **FSR 2.0 UE5.0.2** version on **PlayStation 4** and **PlayStation 5**, this can affect the compilation and cause it to fail. Here is Logs: [PS4_Build_Log.txt](https://github.com/GPUOpen-Effects/FidelityFX-FSR2/files/8985915/PS4_Build_Log.txt)...