NVIDIA / Q2RTX

NVIDIA’s implementation of RTX ray-tracing in Quake II
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FSR: Clamp input coords when fetching TAA output, to avoid issues near borders #377

Closed res2k closed 4 months ago

res2k commented 4 months ago

When combined with DSR pixels not from this frames might have been fetched, resulting in incorrect output near the borders, which becomes very visible when water warp is enabled.

Found while investigating https://github.com/NVIDIA/Q2RTX/pull/376#issuecomment-1949584336