Closed TomClabault closed 1 month ago
I can't repoduce this on two different systems. I switched many times between TAA and FSR2 and it didn't crash.
Seems like another hardware-specific issue. Would it be possible for you to test on a different system?
I don't have another hardware-ray-tracing capable system unfortunately.
D3D12 NVIDIA drivers don't have a software ray tracing fallback in case the GPU doesn't have hardware ray-tracing right?
D3D12 has a ray tracing fallback layer, but it's not maintained anymore and requires linking with separate libraries.
I think I figured out the issue with this one. Could you pull the latest commit and give it another try?
Yep, looks like it's working now!
Just curious, why was it not happening on your side? How was it hardware specific?
I cache the compiled shaders on disk to speed up subsequesnt runs. This issue only occured when the cache wasn't found on disk and I happened to have a cache from prior runs. Once I manually deleted the cache, I was able to reproduce the bug. It wasn't hardware specific.
I'm getting a fatal error when switching between TAA et FSR2 two times. I can reproduce it everytime.
Steps to reproduce: