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feat(VR): enable volumetric lighting #565
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VLTex is still mono and causes artifacts, but this is a correct step once it is stereo. doodlum#565 (comment)
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No biggie. The improvements were marginal and honestly not something that is too important to me. My rebase should have removed them but I'll verify again. |
VLTex is still mono and causes artifacts, but this is a correct step once it is stereo. doodlum#565 (comment)
Dynres is fixed. |
@@ -48,14 +57,25 @@ PS_OUTPUT main(PS_INPUT input) | |||
float2 previousTexCoord = input.TexCoord + motionVector; | |||
float2 previousScreenPosition = GetPreviousDynamicResolutionAdjustedScreenPosition(previousTexCoord); | |||
float previousVl = PreviousFrameTex.Sample(PreviousFrameSampler, previousScreenPosition).x; | |||
float previousDepth = PreviousDepthTex.Sample(PreviousDepthSampler, previousScreenPosition).x; | |||
float previousDepth = PreviousDepthTex.Sample(PreviousDepthSampler, | |||
# ifndef VR |
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This also may be a flat bug, but I didn't check since dynres isn't toggleable in the gui.
VLTex is still mono and causes artifacts, but this is a correct step once it is stereo. doodlum#565 (comment)
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Night sky has a lot of flickers. Has been this way since August I believe. |
Not related to VL. |
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I'm actually thinking there's no reason to do the CopyResources call. Right now by trying to restore the call when not in dyn res, I'm seeing some tearing as the stencil size actually changes in phases resulting in some artifacts if you're toggling dynres. Looking at renderdoc, I don't see any reason to keep the CopyResources call (which actually was the effect of earlier builds due to a bad boolean check). EDIT: One reason discovered, bDepthBufferCulling and no dynres results in no depth buffer being generated anywhere in the frame. The copy is required to generate something so the previousframe depth buffer is correct. |
VLTex is still mono and causes artifacts, but this is a correct step once it is stereo. doodlum#565 (comment)
Fixed bDepthBufferCulling bugs:
|
VLTex is still mono and causes artifacts, but this is a correct step once it is stereo. doodlum#565 (comment)
VLTex is still mono and causes artifacts, but this is a correct step once it is stereo. doodlum#565 (comment)
VLTex is still mono and causes artifacts, but this is a correct step once it is stereo. doodlum#565 (comment)
VLTex is still mono and causes artifacts, but this is a correct step once it is stereo. doodlum#565 (comment)
The depth stencil from ISDepthBufferCopy is actually full size and not scaled with dynres enabled.
This reverts commit c3658ad.
With bDepthBufferCulling enabled, culling is incorrect if diskcache is on until ShaderCache is cleared. This is a stopgap until root cause is identified.
This reverts commit 958bc9a.
Can't reproduce any bug with |
Ready to merge after prereqs.
Testing for new bugs.
Known bugs