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We're implementing FSR in our project https://github.com/mbucchia/OpenXR-Toolkit and you have done an amazing job. It has been very easy to integrate and it is giving very good results in VR.
I might be wrong but unless the shader compiler optimizes this out, it seems to me the following 3 lines of code could be enclosed in a #ifdef FSR_RCAS_DENOISE block, otherwise the shader is computing the nz value for nothing:
I might be wrong but unless the shader compiler optimizes this out,...
I've just tried for the sake of it and it did optimize this out.
The #ifdef block would have probably expressed this directly, saving time by just glancing at the source code though 🙂
Hi,
We're implementing FSR in our project https://github.com/mbucchia/OpenXR-Toolkit and you have done an amazing job. It has been very easy to integrate and it is giving very good results in VR.
I might be wrong but unless the shader compiler optimizes this out, it seems to me the following 3 lines of code could be enclosed in a
#ifdef FSR_RCAS_DENOISE
block, otherwise the shader is computing the nz value for nothing:FidelityFX-FSR/ffx-fsr/ffx_fsr1.h
Lines 737 to 739 in a21ffb8
Thanks!
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