Atlas Fallen sets ResourceMinLODClamp to binary 0x1 for most texture views, so we end up skipping view creation a lot of the time and rendering appears completely black.
The correct behaviour is a bit obscure since at least AMD native does not match what the D3D11 functional spec suggest in terms of rounding, but the test passes with this implementation.
Atlas Fallen sets ResourceMinLODClamp to binary 0x1 for most texture views, so we end up skipping view creation a lot of the time and rendering appears completely black.
The correct behaviour is a bit obscure since at least AMD native does not match what the D3D11 functional spec suggest in terms of rounding, but the test passes with this implementation.