FSR 1/4: render resolution separate from display resolution #181
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sky_line/Slipstream#181
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Part of #6 (FSR), epic #84. Needed by every upscaler (ours, FSR 3.1, a plain resolution divisor from #39).
Today one
width, heightruns through the whole VK frame. Split it:Render size (scaled): depth pre-pass, motion vectors, HDR scene + depth, AO, SSR and its previous-frame copy, water / refraction copies, reactive reference, particles, occlusion Hi-Z, the main-view cluster grid.
Display size: the upscaler output and everything after it (DoF, bloom / glow / flare, exposure, eyedropper, tonemap, grading, SMAA/FXAA, final), selection outline, HUD, UI, snapshots.
Also:
log2(render / display) - 0.5style.RenderVKRenderScale(1.0 = today, exact same path). Until the upscaler lands, the TAA resolve does the upscale with a simple filter so the path is testable end to end.Done when: scale 1.0 is pixel-identical to today, and 0.5-0.77 renders and composites correctly with UI, HUD, selection, snapshots, mirrors and DoF all at display size.
Done and tested in-world (pushed up to
33a645cd0d): RenderVKRenderScale / RenderVKUpscaleMode, render-size scene targets with native-scale aliasing, unjittered display depth for overlays/selection/HUD, descriptor re-writes on target re-creation (mTargetGen), AO radius in render pixels. Measured on the 5090: native ~105-110 FPS -> Performance ~135 FPS.