FidelityFX-SDK
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Out of range motion vectors cause GPU hangs with FSR 3 frame interpolation enabled
Game motion vectors exceeding [-1.0, 1.0] in the ReconstructAndDilate pass will likely cause infinite loops in subsequent render passes. computeOpticalFlowVectorField is one example.
A workaround is to clamp fDilatedMotionVector between -1.0 and 1.0.
I understand this bug is a violation of the input constraints per the documentation but it's a fairly important distinction from the previous version. Nobody enjoys debugging TDRs. FSR 2 seems to chug along and produce invalid outputs instead.