FakeMichau
44cfee4d43
Menu clean up related to reprojection
2026-09-25 21:27:13 +02:00
FakeMichau
50dc100062
Fix dithering size
2026-09-25 20:32:18 +02:00
FakeMichau
d3238cf9ac
Move code for filling struct data
2026-09-25 20:32:18 +02:00
FakeMichau
2accb06608
Allow for grabbing camera data from Unreal Engine
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Relies on https://github.com/FakeMichau/UeLowLatency and UE4SS
Now the requirement for UE games is lowered to just an upscaler + Reflex + Hudless (can be from Hudfix). But seems like the FOV reported by DRG is slightly wrong, will need to check.
2026-09-25 20:32:18 +02:00
FakeMichau
4bb852642a
Adjust to master changes
2026-09-25 20:32:18 +02:00
FakeMichau
683c99c463
Show reprojection's gpu time in the menu
2026-09-25 20:32:18 +02:00
FakeMichau
2a820072be
Precompile shaders
2026-09-25 20:32:18 +02:00
FakeMichau
7818914259
Increase number of buffers to the number of dxgi buffers
2026-09-25 20:32:18 +02:00
FakeMichau
7330dd22ae
Add an option for expanding the size of the depth cutout outwards
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It's a bad implementation but will do for now, only small values are expected
2026-09-25 20:32:18 +02:00
FakeMichau
47d3b7d931
Minor shader optimization + upscaling fix
2026-09-25 20:32:18 +02:00
FakeMichau
c77f0b104b
Swap black fill to a green debug + make depth cutoff logarithmic
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It also fills with green on the areas cut out via the depth.
2026-09-25 20:32:18 +02:00
FakeMichau
fffc759e78
More robust camera inversion checking + picking up game's window
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This mostly fixes Cyberpunk. There is still an issue where disable AL2 causes reprojection shader to glitch out in that game.
2026-09-25 20:32:18 +02:00
FakeMichau
006b4be7ef
Always start input capture on sim start
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Should improve camera smoothness when doing fine movements. This are still cases where some raw inputs calls might get dropped/missed but should be slightly better now.
2026-09-25 20:32:18 +02:00
FakeMichau
aa38e20942
Improve calibration and add setting for polling data early
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Was using present to present mouse movement with sim to sim camera position to calibrate. Obv incorrect, now should be fine.
Not quite sure if this early input collection is even correct.
There is still an issue where if there are multiple in-flight frames, only the freshest gets reprojected. Can be seen with high GPU load, no AL2 and FLM; camera snaps back and forth then it measures
2026-09-25 20:32:18 +02:00
FakeMichau
b17e9e5938
Use only one set of buffers
2026-09-25 20:32:18 +02:00
FakeMichau
02cded3c4a
Add toggle for showing static elements
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Includes the classic UI detection but also the depth cut out
2026-09-25 20:32:18 +02:00
FakeMichau
87d7666f46
Add depth cutout for objects near the camera
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The goal to to not reproject player's gun for example. The issue is what to fill the missing space with. For now just using unreprojected hudles and it seems to be working well enough.
2026-09-25 20:32:17 +02:00
FakeMichau
be0aa4dbd6
Clean up the shader
2026-09-25 20:32:17 +02:00
FakeMichau
f90d8f3496
Expose noise as a fill mode
2026-09-25 20:32:17 +02:00
FakeMichau
e50c039fbe
Add dithering as an edge fill mode
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May consider exposing Bayer4x4 in a mode as well
2026-09-25 20:32:17 +02:00
FakeMichau
9ff3a94d18
Clean up some math
2026-09-25 20:32:17 +02:00
FakeMichau
9587f1dba4
WIP: Basic idea
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A lot of slop that needs to be cleaned up and improved
2026-09-25 20:32:17 +02:00
FakeMichau
1875b8a99b
Put GetTimestamp into Utils
2026-09-25 20:30:05 +02:00
TheRazerMD
20d9d147a4
Added CONTROL Resonant quirk
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* DisableDxgiSpoofing
2026-09-24 19:14:48 +02:00
FakeMichau
6ded74bfa4
Factor out FGPreserveSwapChain handling into common code
2026-09-23 20:49:11 +02:00
TheRazerMD
6ec6681d00
Added FBC: Firebreak quirk
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* DisableDxgiSpoofing
2026-09-22 11:14:33 +02:00
FakeMichau
aa0119fc63
Update two other workflows to setup-msbuild v3
2026-09-20 18:14:54 +02:00
FakeMichau
1560d55da2
Update setup-msbuild to v3
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closes #1168 and #1169
2026-09-20 18:08:07 +02:00
FakeMichau
e968ce8cba
Update clang-format to 22
2026-09-20 18:00:23 +02:00
cdozdil
93fbf1b269
More cache improvements to the heap tracking
2026-09-20 00:09:48 +03:00
cdozdil
48f3a5bb7a
More cache improvements to the heap tracking
2026-09-19 23:13:56 +03:00
cdozdil
5666be0a4f
Improve heap caching
2026-09-19 22:43:56 +03:00
cdozdil
a671371848
Implemented fast descriptor copy path
2026-09-19 22:05:37 +03:00
cdozdil
57b6fa0d86
Added an option for old Hudfix behaviour (or at least something close to it)
2026-09-19 21:32:07 +03:00
cdozdil
5d82736097
Implemented per commandlist binding tracking
2026-09-19 20:34:08 +03:00
cdozdil
6f0d1fddb8
Use ID3DDestructionNotifier instead of hooking release
2026-09-19 13:11:31 +03:00
cdozdil
3fdb1b06f1
Track possible hudlesses regardless of current config settings
2026-09-19 12:31:47 +03:00
cdozdil
75b779a728
Forgot to decrease relaxed hudfix to %5
2026-09-18 22:27:04 +03:00
cdozdil
7aba4fcc7e
Use a smaller descriptor struct for tracking
2026-09-18 22:18:53 +03:00
cdozdil
53050eeb4a
Added delayed removal of captured resources
2026-09-18 22:06:04 +03:00
cdozdil
3bae8a59b7
Fix possible hudfix capture when using extended
2026-09-18 21:47:05 +03:00
cdozdil
715417622b
Made hudfix relax amount relative to resolution
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It's %5 per axis
2026-09-18 21:35:53 +03:00
cdozdil
e8c9834db7
Removed JustTrackCmdList and hooks needed for it
2026-09-18 21:31:55 +03:00
cdozdil
877e658b6b
Faster Release & ReleaseDebug builds
2026-09-18 19:26:41 +03:00
cdozdil
f4e314aaed
Better pre-build event script
2026-09-18 18:12:27 +03:00
cdozdil
5f99560669
Use atomics for decisive booleans, tighter state checks
2026-09-18 18:02:22 +03:00
cdozdil
579a23ab3e
Quesry resource description once
2026-09-18 17:56:42 +03:00
cdozdil
f1436251c0
Removed unneded _drawMutex
2026-09-18 17:54:59 +03:00
cdozdil
166260bcd4
Remove resource from hudless lists when released
2026-09-18 17:53:19 +03:00
cdozdil
9df3ed0c14
Applied Dx11 like lock for XeFG on Dx12
2026-09-18 15:45:43 +03:00