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Out of range motion vectors cause GPU hangs with FSR 3 frame interpolation enabled

Open Nukem9 opened this issue 1 year ago • 0 comments

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.

Nukem9 avatar Jan 08 '24 17:01 Nukem9