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Upscaler branch - #1601
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praydog wants to merge 258 commits into
Open
Upscaler branch#1601praydog wants to merge 258 commits into
praydog wants to merge 258 commits into
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Fixed jitter in motion vectors
Thanks to PureDark for updating the upscaler plugin for this fix
This adds the ability to use the game's custom rendering context to copy textures, so we can copy the motion and depth buffers during the Overlay.draw phase of each scene layer. We do this because while each scene layer is separate, the depth and motion vectors are shared, so they needed to be separated in some way.
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Ever since the latest RE4 update that removes all DRM (including Enigma), I've been unable to get the game to launch with openxr_loader.dll or openxr_loader.dll, without crashing on startup. With any of the latest pd-upscaler builds. No mods from Nexus. If there is anything I can provide to help you track down the source—or if this isn't the right place/way to inform you—please let me know. |
# Conflicts: # .github/workflows/dev-release.yml # CMakeLists.txt # cmake.toml # shared/sdk/Renderer.cpp # src/mods/VR.cpp # src/mods/tools/ObjectExplorer.cpp
This reverts commit 6f798d8.
Upscaler v2 merge
The 2026-03-31 update moved via.render.Texture to the same layout SF6 uses: the description sits at RenderResource + 0x18 instead of + sizeof(void*), and the D3D12 resource container moved from 0xA0 to 0xB8. Reading them at the old offsets breaks VR multipass on RE4. With the upscaler enabled the game faults inside create_texture, called from the multipass color copy with a description read 0x10 short of where it now lives; with the upscaler disabled it faults slightly further along. Both crash sites are inside the game, in one of its own worker threads with no REFramework frame on the stack, which is why this was easy to mistake for an upscaler or audio problem. Confirmed at runtime rather than guessed: the container scan reports "Found D3D12Resource container at offset b8" and the type name there is via.render.RenderResource. Only RE4 is affected -- every other game keeps the branch it took before. Tested on RE4 1.5.9.0 with an OpenXR headset: multipass now runs with DLSS, both eyes correct, where it previously crashed on the Capcom logo. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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what is the "Upscaler" Branch is it FSR or something? |
SDK (RE4): Fix VR multipass crash on 1.5.9.0
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Need to test this on all the games to ensure parity/no crashing/no visual bugs in VR