Although Sharpness is a valid value for NvParameter, it is never reached in the switch statements because the NvParamTranslation map is missing an entry with a "Sharpness" key. The Dx12ParameterImpl::Sharpness field is initialized to 1.0f, which means that FSR would always run with a full sharpness value.
In this PR, I add this parameter to the map to allow the Sharpness field to be modified.
Surprisingly, the sharpness in Cyberpunk already appears to change without this PR. I believe Cyberpunk is using an additional sharpening post-processing effect after the FSR stage which caused the missing Sharpness entry to be overlooked. However, in Dying Light 2, the image sharpness previously did not change regardless of the in-game sharpness slider. I can confirm that this PR enables a changing sharpness value in that game.
Although
Sharpness
is a valid value forNvParameter
, it is never reached in the switch statements because theNvParamTranslation
map is missing an entry with a "Sharpness" key. TheDx12ParameterImpl::Sharpness
field is initialized to1.0f
, which means that FSR would always run with a full sharpness value.In this PR, I add this parameter to the map to allow the Sharpness field to be modified.
Surprisingly, the sharpness in Cyberpunk already appears to change without this PR. I believe Cyberpunk is using an additional sharpening post-processing effect after the FSR stage which caused the missing Sharpness entry to be overlooked. However, in Dying Light 2, the image sharpness previously did not change regardless of the in-game sharpness slider. I can confirm that this PR enables a changing sharpness value in that game.