IntXThOrn

Results 6 comments of IntXThOrn

This is the engine config as per worked in 5.4 and confirmed against 5.5 AMD reference documents. [/Script/FFXFSR3Settings.FFXFSR3Settings] ;needs to be enabled r.TemporalAA.Upsampling=1 r.FidelityFX.FSR3.UseRHI=False r.FidelityFX.FSR3.UseNativeDX12=True ;OLD WAY ;r.FidelityFX.FSR3.UseRHI=True ;r.FidelityFX.FSR3.UseNativeDX12=False ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;...

[OutputHash.txt](https://github.com/user-attachments/files/18688425/OutputHash.txt) and USF files here as TXT files. [ffx_fsr3upscaler_prepare_inputs_pass_DirectCompile.txt](https://github.com/user-attachments/files/18688435/ffx_fsr3upscaler_prepare_inputs_pass_DirectCompile.txt) [ffx_fsr3upscaler_prepare_inputs_pass.txt](https://github.com/user-attachments/files/18688436/ffx_fsr3upscaler_prepare_inputs_pass.txt)

My Unreal Engine Source 5.5.2 settings are SM6 only and full UE5 features, HWRT, Nanite, Virtual Texture etc.

Narrowed this down to being a conflict where the project settings specifically set the lines in the defaultengine.ini rhi.Bindless.Resources=Enabled rhi.Bindless.Samplers=Enabled Is this something that needs accounting for inside the shaders...

P.S disabled those settings and it works great, still my favourite upscaler by far

Hi team, has this issue been tracked by your development team for a fix please. The issue is that your shaders are not written to distinguish between Bindless and non...