RT shadow mask below full resolution: flickering dark texels on moving avatars (amplified by DLSS / FSR into 2x2 blocks) #1086
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sky_line/Slipstream#1086
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Owner, 2026-10-25 (dev
fc780b19b3, RTX 5090):RenderVKRTShadowMaskScale< 1 (the default is 0.5). Full resolution is clean.RenderVKRTShadowRrHistory0 (#1050),RenderVKReSTIRReuseMotion0,RenderVKDenoiseMovingDepthTol0,RenderVKDenoiseYoungBoost0,RenderVKDenoiseDisoccFix0,RenderVKLitDebugMask8192. Stochastic local-light shadows on or off.Likely area: the reduced-resolution mask's reconstruction to full resolution on moving / rigged geometry -- the depth/normal-aware upsample picking a texel from a different surface (background or an occluder) at avatar silhouettes and fine geometry (hair cards), the mask's temporal history / reprojection for skinned avatars, or the rigged-geometry trace at half-res sample positions (self-intersection on skinned meshes). Upscalers then lock the dark samples in temporally.
Acceptance: no dark texels on avatars at mask scale 0.5 under native, FSR and DLSS RR; static scenes unchanged.
Owner test of the fix (
c499b1a318/cc6af06e47, on main and release/1.5): clearly improved under all settings; native looks clean. Some shadow noise remains under DLSS Ray Reconstruction and slightly under FSR. Keeping open for the remaining upscaler-amplified noise (candidates: the temporal pass's plane test still accepting scalp history for hair texels, the mask's jitter footprint at 0.5 scale, and RR/FSR history locking in residual dark samples; A/B RenderVKRTShadowMaskUpsampleTolMM 10 / 5).