Hi,
We're implementing FSR in our project https://github.com/mbucchia/OpenXR-Toolkit and you have done an amazing job. It has been very easy to integrate and it is giving very good results in VR.
I might be wrong but unless the shader compiler optimizes this out, it seems to me the following 3 lines of code could be enclosed in a #ifdef FSR_RCAS_DENOISE block, otherwise the shader is computing the nz value for nothing:
|
AF1 nz=AF1_(0.25)*bL+AF1_(0.25)*dL+AF1_(0.25)*fL+AF1_(0.25)*hL-eL; |
|
nz=ASatF1(abs(nz)*APrxMedRcpF1(AMax3F1(AMax3F1(bL,dL,eL),fL,hL)-AMin3F1(AMin3F1(bL,dL,eL),fL,hL))); |
|
nz=AF1_(-0.5)*nz+AF1_(1.0); |
Thanks!
Hi,
We're implementing FSR in our project https://github.com/mbucchia/OpenXR-Toolkit and you have done an amazing job. It has been very easy to integrate and it is giving very good results in VR.
I might be wrong but unless the shader compiler optimizes this out, it seems to me the following 3 lines of code could be enclosed in a
#ifdef FSR_RCAS_DENOISEblock, otherwise the shader is computing the nz value for nothing:FidelityFX-FSR/ffx-fsr/ffx_fsr1.h
Lines 737 to 739 in a21ffb8
Thanks!