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Accumulate pass may not be loading MVs correctly when using FFX_FSR2_ENABLE_DISPLAY_RESOLUTION_MOTION_VECTORS

Open EricLasotaRSE opened this issue 3 years ago • 0 comments

ffx_fsr2_accumulate_pass.hlsl does not define FSR2_BIND_SRV_MOTION_VECTORS, it only defines FSR2_BIND_SRV_DILATED_MOTION_VECTORS. Because of this, LoadInputMotionVector returns only a 0,0 MV offset by jitter cancellation for that shader.

In ffx_fsr2_reproject.h, GetMotionVector will use LoadDilatedMotionVector if FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS is set, but otherwise use LoadInputMotionVector, even though it doesn't appear to be possible for LoadInputMotionVector to use the correct source in this situation.

EricLasotaRSE avatar Sep 01 '22 01:09 EricLasotaRSE