diff --git a/OptiScaler/shaders/depth_invert/DI_Dx12.cpp b/OptiScaler/shaders/depth_invert/DI_Dx12.cpp index d46012d9..2ca46189 100644 --- a/OptiScaler/shaders/depth_invert/DI_Dx12.cpp +++ b/OptiScaler/shaders/depth_invert/DI_Dx12.cpp @@ -194,18 +194,8 @@ bool DI_Dx12::Dispatch(ID3D12Device* InDevice, ID3D12GraphicsCommandList* InCmdL UINT dispatchWidth = 0; UINT dispatchHeight = 0; - if ((State::Instance().currentFeature->GetFeatureFlags() & NVSDK_NGX_DLSS_Feature_Flags_MVLowRes) == 0) - { - dispatchWidth = - static_cast((State::Instance().currentFeature->DisplayWidth() + InNumThreadsX - 1) / InNumThreadsX); - dispatchHeight = (State::Instance().currentFeature->DisplayHeight() + InNumThreadsY - 1) / InNumThreadsY; - } - else - { - dispatchWidth = - static_cast((State::Instance().currentFeature->RenderWidth() + InNumThreadsX - 1) / InNumThreadsX); - dispatchHeight = (State::Instance().currentFeature->RenderHeight() + InNumThreadsY - 1) / InNumThreadsY; - } + dispatchWidth = static_cast((outDesc.Width + InNumThreadsX - 1) / InNumThreadsX); + dispatchHeight = (outDesc.Height + InNumThreadsY - 1) / InNumThreadsY; InCmdList->Dispatch(dispatchWidth, dispatchHeight, 1);