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FSR2 temporal upscaling fixes: unjittered reprojection, sharpen Y-flip, MSAA guard, descriptor double-buffering
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- Motion vectors: single unjittered reprojection matrix (80 bytes) instead of two jittered matrices (160 bytes), eliminating numerical instability from jitter amplification through large world coordinates - Sharpen pass: fix Y-flip for correct UV sampling, double-buffer descriptor sets to avoid race with in-flight command buffers - MSAA: auto-disable when FSR2 enabled, grey out AA setting in UI - Accumulation: variance-based neighborhood clamping in YCoCg space, correct history layout transitions - Frame index: wrap at 256 for stable Halton sequence
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9 changed files with 95 additions and 106 deletions
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@ -6281,7 +6281,13 @@ void GameScreen::renderSettingsWindow() {
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}
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{
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const char* aaLabels[] = { "Off", "2x MSAA", "4x MSAA", "8x MSAA" };
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if (ImGui::Combo("Anti-Aliasing", &pendingAntiAliasing, aaLabels, 4)) {
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bool fsr2Active = renderer && renderer->isFSR2Enabled();
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if (fsr2Active) {
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ImGui::BeginDisabled();
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int disabled = 0;
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ImGui::Combo("Anti-Aliasing (FSR2)", &disabled, "Off (FSR2 active)\0", 1);
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ImGui::EndDisabled();
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} else if (ImGui::Combo("Anti-Aliasing", &pendingAntiAliasing, aaLabels, 4)) {
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static const VkSampleCountFlagBits aaSamples[] = {
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VK_SAMPLE_COUNT_1_BIT, VK_SAMPLE_COUNT_2_BIT,
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VK_SAMPLE_COUNT_4_BIT, VK_SAMPLE_COUNT_8_BIT
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