ohmaya

Results 23 comments of ohmaya

Also added emitter to the FlagRed, didn't see any illumination. ``` ```

RECONSTRUCTED_PREVIOUS_NEAREST_DEPTH is part of FfxFsr3UpscalerSharedResourceDescriptions, so, upscaler cannot run alone.

Introduced by ffx_backend_dx12_x64: https://github.com/GPUOpen-LibrariesAndSDKs/FidelityFX-SDK/blob/release-FSR3-3.0.3/sdk/src/backends/dx12/CMakeLists.txt#L340 ``` if (NOT FFX_BUILD_AS_DLL) target_link_libraries (ffx_backend_dx12_${FFX_PLATFORM_NAME} pixlib) endif() ``` pixlib is not in the solutions generated by BuildAllCauldronEffectsSolution.bat and BuildAllNativeEffectsSolution.bat.

"Backends" folder should appear for "FidelityFX Native SDK.sln": https://github.com/GPUOpen-LibrariesAndSDKs/FidelityFX-SDK/blob/release-FSR3-3.0.3/sdk/src/backends/dx12/CMakeLists.txt#L457 ``` # Add to solution folder. set_target_properties(ffx_backend_dx12_${FFX_PLATFORM_NAME} PROPERTIES FOLDER Backends) set_target_properties(ffx_shader_permutations_dx12 PROPERTIES FOLDER Backends) ```

Looks like I need to use development (Dec 8, 2023, 7cf30b9) branch's \python to generate a game Visual Studio project for https://github.com/aws-lumberyard-dev/o3de/tree/Atom/FSR2 (Oct 11, 2022, a75c2aa).

The generated O3DE game project cannot "#include ". Looks like target_include_directories in FetchFSR2.cmake didn't work. The following CMake script's output is "FSR2 Fetched: /src/ffx-fsr2-api": ``` set(FSR2_INCLUDE_PATH ${fsr2_SOURCE_DIR}/src/ffx-fsr2-api CACHE STRING "")...

> This is an old PR (from Aug 2022) which has FSR2 integration but it had some issues at the time, which is why it was never merged. O3de itself...

RenderOutput as SizeSource results in an attachment of (1, 1, 1). Looks like PipelineOutput's image is created in swap chain, while RenderOutput doesn't have image created.

Basically, the difference: - For EditorClothComponent (Simulate in editor, no collision effect), ActorComponentRequests::GetPhysicsConfig() is called. ![ActorComponentRequests__GetPhysicsConfig](https://github.com/o3de/o3de/assets/5120856/2ba172ec-8c8c-470f-a271-2501ec73cd11) - For ClothComponent (Run > Simulate, with collision effect), ActorComponent::GetPhysicsConfig() is called. ![ActorComponent__GetPhysicsConfig](https://github.com/o3de/o3de/assets/5120856/6814073e-0128-4452-a1a0-d16d872a49a0) **Solution:**...