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Understanding how FSR reverse depth works

Open StudenteChamp2 opened this issue 1 year ago • 0 comments

My engine uses a reverse Z projection matrix. From my understanding of it the near plane is the camera NearZ while the far plane is Infinity. Normalized values will be in the [1, 0] range instead of traditional [0, 1]. https://iolite-engine.com/blog_posts/reverse_z_cheatsheet

But when I look at FSR sample, the cameraFar is set to the NearZ plane while the cameraNear is set to Infinity. FSR

I am confused. Shouldn't it be the contrary? Like the cameraFar being infinity while the cameraNear stays the NearZ

Thanks a lot for helping!

StudenteChamp2 avatar May 14 '24 18:05 StudenteChamp2