![]() ![]() Not FSR 2.2 and not even FSR 2.1ĭead Island 2 released first and already had FSR2.2 and a good implementation of it.īut these guys at Respanw didn't even bother updating it. So my guess is that this game is still using the FSR 2.0. I tried using these in UUU, to see if it would recognized. Remove an unnecessary RHI command flush that reduced CPU performance.Added an Engine patch which adds the Lit-Reactive ShadingModel that can be used to pass a reactivity value to write into the Reactive Mask for animated materials such as video screens.Added an Engine patch to improve rendering of ‘Static’ objects that use a material with World-Position-Offset.Added an option ‘r.’ to force the mobility of Hierarchical Instanced Static Mesh components attached to Landscapes to Stationary so they render motion vectors.Added an option to treat a shading model as reactive & use either CustomData0.x or the value of ‘r.’ as the reactive mask value.Disabled FP16 in the RCAS pass to prevent incorrect rendering.Added an optional de-dither pass to improve FSR2’s handling of dithered materials, especially Hair.Fixed re-enabling World-Position-Offset console variables when toggling FSR2 on & off.Fixed sampling from reduced resolution ScreenSpace Reflections & Separate Translucency.Resolved a crash opening the Unreal Editor when using the Vulkan RHI.Resolved a crash when using Shader Model 6 in Unreal Engine 5. ![]() Resolved a crash when enabling visualisation modes that disable upsampling.Resolved a crash when changing Scalibility Level in the Editor.Fixed incorrect rendering & crashes with Split-Screen. ![]()
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