Shadow of War: HDR and more - #157
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| device_data.has_drawn_sr = sr_implementations[device_data.sr_type]->Draw(sr_instance_data, native_device_context, draw_data); | ||
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| // Copy back to input, fixing missing transparency FXs. | ||
| if (SRUser::copy_resource) native_device_context->CopyResource(resource_scene.get(), resource_rt.get()); |
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Is this really necessary?
Maybe the issue is how DLSS handles alpha.
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If it's that unoptimized to have the branch not execute, the ok, del it. Otherwise, I can't get bloom to show unless I use that on my end.
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Could you test copying alpha of the scene to the DLSS output, after DLSS runs. The original TAA copies alpha from the scene to the output.
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I couldn't compile on my end, Luma CB hell. I don't think having too many namespaces helps with organization and readability. Some is in namespaces, some global (unnamed namespace), some is in Overall if it all works fine (couldn't test on my end, can't compile), it's fine with me. |
I'll clean it up more when I get home. A lot of the namespace meant to be more complicated until I figured out how to reduce. Like DisplayMode used to be way crazier, handling branching between vanilla HDR and SDR mode until I found that HDR mode is beyond repair. |
I thought you included the file already lol, since you had GameCBuffers created already, so I forgot to push vcxproj.
I removed them. Only the really needed few are there now. Everything is finalizing for HDR, and it should compile now. (Included FSR src and libs too, though unused.) I still haven't found why the DLSS bloom missing thing happens.
Also, I can combine down all the commits after you've read them |
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@garamond13 If you build, can you check DLSS? |
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DLSS works fine for me. In shaders you have some This may be bug with decompiler. Also some UI settings are replicated in shader defines, is that avoidable? |
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Strange I decompiled some other shader, and it looks correct. Decompiled one more, more complex shader. It decompiled correctly. |
Most Controversial Change
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I walked back on the UAV access since MVs generates on paused moving objects, which leads to artefacting. Now, I'm just passing in a dummy black 1x1 texture for MVs while in Photo Mode. |
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The game has TAA without motion vectors? Device resources need to be released at least on device destroy. Also you can use Luma's managed device resources from GameDeviceData struct (struct GameDeviceDataMiddleEarthShadowOfWar). Could use current Jitter history section as general dev info (FOV, renderer res, etc). For FSR we should get far plane, near plane and FOV from the game (if we can). Also near and far plane are not set at the moment, I guess it defaults to 0. In the debug build wrong libs are used, release libs are used instead of debug ones. |
It's for Photo Mode. Very useful to have it there.
So I need to empty ManagedResources on swapchain change?
It was just a "whatever" feature. I wanted to see both the changed and raw (which the best place is OnDrawOrDispatch()), in order to find if the game's jitter array is stored somewhere.
Honestly, FSR can look worse than TAA 💀.
Ok let me see, because idk where the template copy/paste is. It doesn't hurt though, right? |
If you use Luam's managed resources, only if you need them to change on resolution change. Luma will release them on device destroy. Already have convenient access to them in
We should try to get FOV and camera planes from CBs. |
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Are you interested in making a mod for Shadow of Mordor, the first game, later ? |
Yea, it's almost done. |
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Will you try to make DLSS work with resolution scaling ? I guess I could try another preset, I had nvidia force preset M. |




DON'T ACCEPT YET!
HDR
SR
Others
Cleanliness?
TODO
Luma Tab
Retuned Fire