Commit Graph
4510 Commits
Author SHA1 Message Date
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
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
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
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
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
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
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
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
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
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
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
* 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
* 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
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
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