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Rewrite reprojection for FSR2 to work correctly with Reverse-Z. #91799

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merged 1 commit into from
May 11, 2024

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DarioSamo
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Fixes #91758.

The Reverse-Z change broke the motion vector derivation from depth for FSR2. This was more visually obvious by looking at the debug view. The fix seems fairly straightforward: just use the depth correction matrix to fix the projections used in the formula instead of just flipped_y().

Tagging @mrjustaguy who opened the original issue to confirm if this fixes the issue for them.

@mrjustaguy
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It does fix the issue, the MVs are no longer messed up with FSR2

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@clayjohn clayjohn left a comment

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Tested and confirmed it works.

@akien-mga akien-mga merged commit 497a66e into godotengine:master May 11, 2024
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@akien-mga
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Thanks!

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Derived Motion Vectors broken between 4.3 dev 5 and dev6
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