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I have FSR2 running in a custom vulkan engine but the results don't seem to be as expected.
My viewport Y is inverted to match that of OpenGL (via negative viewport dim y)
What are the implications to passing the color, velocity and depth buffers to FSR2 when this is the case?
What's the simples way to adapt this without changing any of the FSR2 shader code?
The text was updated successfully, but these errors were encountered:
I have FSR2 running in a custom vulkan engine but the results don't seem to be as expected.
My viewport Y is inverted to match that of OpenGL (via negative viewport dim y)
What are the implications to passing the color, velocity and depth buffers to FSR2 when this is the case?
What's the simples way to adapt this without changing any of the FSR2 shader code?
The text was updated successfully, but these errors were encountered: