diff --git a/OptiScaler/menu/menu_common.cpp b/OptiScaler/menu/menu_common.cpp index f392eebb..49956a77 100644 --- a/OptiScaler/menu/menu_common.cpp +++ b/OptiScaler/menu/menu_common.cpp @@ -1520,7 +1520,10 @@ bool MenuCommon::RenderMenu() // DLSSG Mod if (State::Instance().api != DX11 && !State::Instance().isWorkingAsNvngx) { - ImGui::SeparatorText("Frame Generation (DLSSG)"); + SeparatorWithHelpMarker("Frame Generation (Nukem's DLSSG via FSR FG)", "DLSSG via Nukem's FSR-FG using dlss-to-fsr3 mod,\n" + "for using DLSS G in game by using\n" + "dlssg_to_fsr3_amd_is_better.dll file\n" + "for creating better DLSS G frame generation"); auto dlssgEnabled = Config::Instance()->DLSSGMod.value_or_default(); if (ImGui::Checkbox("DLSSG Enabled", &dlssgEnabled)) @@ -1532,7 +1535,7 @@ bool MenuCommon::RenderMenu() else Config::Instance()->FGUseFGSwapChain.reset(); } - ShowHelpMarker("These settings will become active on next boot!"); + ShowHelpMarker("These settings will become active on next boot!\nTo use, select DLSS FG in-game."); if (Config::Instance()->DLSSGMod.value_or_default() && !State::Instance().NukemsFilesAvailable) ImGui::TextColored(ImVec4(1.f, 0.f, 0.f, 1.f), "Please put dlssg_to_fsr3_amd_is_better.dll next to OptiScaler"); diff --git a/OptiScaler/resource_build_date.h b/OptiScaler/resource_build_date.h index 9b647ded..011ab17b 100644 --- a/OptiScaler/resource_build_date.h +++ b/OptiScaler/resource_build_date.h @@ -1 +1 @@ -#define VER_BUILD_DATE "20250202_031121" +#define VER_BUILD_DATE "20250202_134423" diff --git a/OptiScaler/shaders/depth_saturate/DS_Common.h b/OptiScaler/shaders/depth_saturate/DS_Common.h index 7c14a300..c1279144 100644 --- a/OptiScaler/shaders/depth_saturate/DS_Common.h +++ b/OptiScaler/shaders/depth_saturate/DS_Common.h @@ -12,6 +12,9 @@ Texture2D SourceTexture : register(t0); // Output texture RWTexture2D DestinationTexture : register(u0); +//static const float maxFloatValue = 3.402823466e+38f; // FLT_MAX +static const float maxFloatValue = 10000.0f; // FLT_MAX + // Compute shader thread group size [numthreads(16, 16, 1)] void CSMain(uint3 dispatchThreadID : SV_DispatchThreadID) @@ -21,9 +24,10 @@ void CSMain(uint3 dispatchThreadID : SV_DispatchThreadID) // Load the pixel value from the source texture float srcColor = SourceTexture.Load(int3(pixelCoord, 0)); + float normalizedColor = srcColor / maxFloatValue; // Write the pixel value to the destination texture - DestinationTexture[pixelCoord] = saturate(srcColor); + DestinationTexture[pixelCoord] = saturate(normalizedColor); } )";