FidelityFX-FSR2
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Accumulate pass may not be loading MVs correctly when using FFX_FSR2_ENABLE_DISPLAY_RESOLUTION_MOTION_VECTORS
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.