Brian Karis
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fdcb278476
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Fixed responsive aa
[CL 2640900 by Brian Karis in Main branch]
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2015-07-31 16:30:29 -04:00 |
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Brian Karis
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8813767151
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Improved quality Temporal AA. Now using bicubic filtering.
High precision reprojection.
[CL 2615965 by Brian Karis in Main branch]
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2015-07-09 18:58:44 -04:00 |
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Martin Mittring
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44946f7bbf
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changed some postprocess passes to use UniformBuffers to allow them to use AsyncCompute in a following change
[CL 2531085 by Martin Mittring in Main branch]
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2015-04-29 19:44:56 -04:00 |
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Brian Karis
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a9d76ef5bb
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Fixed formatting.
[CL 2530775 by Brian Karis in Main branch]
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2015-04-29 16:39:19 -04:00 |
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Marcus Wassmer
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0ba5c5f2e1
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Merge Morpheus 120hz and reprojection support.
Also fixes for NGS2A3D
[CL 2521711 by Marcus Wassmer in Main branch]
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2015-04-22 16:41:54 -04:00 |
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Rolando Caloca
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cb32891b3c
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UE4 - Added sanity checks for Inverted/Normal Depth Buffers; use ERHIZBuffer::NearPlane & FarPlane to switch from 0-1 to 1-0 on Depth
- Added shader define HAS_INVERTED_Z_BUFFER
- Added RHIHasInvertedZBuffer()
#codereview Martin.Mittring, Brian.Karis, Nick.Penwarden
[CL 2497481 by Rolando Caloca in Main branch]
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2015-03-31 14:02:45 -04:00 |
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Gil Gribb
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35cf42566a
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UE4 - merge GDC branch, code @2465640 to main
[CL 2468685 by Gil Gribb in Main branch]
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2015-03-04 08:31:40 -05:00 |
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Timothy Lottes
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6ba17d4e50
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Get motion vector inputs back into DOF temporal AA.
[CL 2450582 by Timothy Lottes in Main branch]
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2015-02-18 14:37:44 -05:00 |
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Ben Marsh
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149375b14b
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Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
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2014-12-07 19:09:38 -05:00 |
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Timothy Lottes
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205321eb43
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Dropped another 20% off the fast temporal AA. This introduces a YCoCg transform which like the HdrWeight can be factored into a prior pass.
[CL 2295579 by Timothy Lottes in Main branch]
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2014-09-12 17:01:43 -04:00 |
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Timothy Lottes
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2d56502584
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Increase sharpness in motion for Oculus.
[CL 2270716 by Timothy Lottes in Main branch]
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2014-08-25 13:06:31 -04:00 |
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Timothy Lottes
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4c2aefe6f1
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Optimization to the faster temporal AA (removing velocity weighting). Improved temporal AA by adjusting anti-flicker logic, now not light biased.
[CL 2239204 by Timothy Lottes in Main branch]
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2014-07-31 19:24:35 -04:00 |
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Timothy Lottes
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0b7e38f400
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Switch to decayed velocity weighting instead of old dynamic feedback. This has improvments for dithering also.
[CL 2109366 by Timothy Lottes in Main branch]
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2014-06-18 11:46:42 -04:00 |
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Timothy Lottes
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bceceb274e
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Making the blur reduction on slow moving dynamic objects a little more agressive.
[CL 2107047 by Timothy Lottes in Main branch]
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2014-06-16 11:20:45 -04:00 |
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Timothy Lottes
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5f5cd50370
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Fix bug found with very slow moving skinned or dynamic objects getting blury.
[CL 2107028 by Timothy Lottes in Main branch]
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2014-06-16 11:00:43 -04:00 |
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Timothy Lottes
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a8ef140eaf
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Improvements to quality, sharpness, and performance for temporal AA.
[CL 2096450 by Timothy Lottes in Main branch]
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2014-06-05 19:50:59 -04:00 |
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Brian Karis
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3b2837c560
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Revert Temporal AA regression.
[CL 2059133 by Brian Karis in Main branch]
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2014-04-29 21:55:47 -04:00 |
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Timothy Lottes
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55dc0acfc8
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Optimization: Shaved off 31% of the high quality, and 12% of the lower quality temporal AA cost.
[CL 2051155 by Timothy Lottes in Main branch]
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2014-04-23 19:50:46 -04:00 |
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Tim Sweeney
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324683ce78
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Engine source (Main branch up to CL 2026164)
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2014-03-14 14:13:41 -04:00 |
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