Commit Graph

19 Commits

Author SHA1 Message Date
Brian Karis
fdcb278476 Fixed responsive aa
[CL 2640900 by Brian Karis in Main branch]
2015-07-31 16:30:29 -04:00
Brian Karis
8813767151 Improved quality Temporal AA. Now using bicubic filtering.
High precision reprojection.

[CL 2615965 by Brian Karis in Main branch]
2015-07-09 18:58:44 -04:00
Martin Mittring
44946f7bbf 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]
2015-04-29 19:44:56 -04:00
Brian Karis
a9d76ef5bb Fixed formatting.
[CL 2530775 by Brian Karis in Main branch]
2015-04-29 16:39:19 -04:00
Marcus Wassmer
0ba5c5f2e1 Merge Morpheus 120hz and reprojection support.
Also fixes for NGS2A3D

[CL 2521711 by Marcus Wassmer in Main branch]
2015-04-22 16:41:54 -04:00
Rolando Caloca
cb32891b3c 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]
2015-03-31 14:02:45 -04:00
Gil Gribb
35cf42566a UE4 - merge GDC branch, code @2465640 to main
[CL 2468685 by Gil Gribb in Main branch]
2015-03-04 08:31:40 -05:00
Timothy Lottes
6ba17d4e50 Get motion vector inputs back into DOF temporal AA.
[CL 2450582 by Timothy Lottes in Main branch]
2015-02-18 14:37:44 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Timothy Lottes
205321eb43 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]
2014-09-12 17:01:43 -04:00
Timothy Lottes
2d56502584 Increase sharpness in motion for Oculus.
[CL 2270716 by Timothy Lottes in Main branch]
2014-08-25 13:06:31 -04:00
Timothy Lottes
4c2aefe6f1 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]
2014-07-31 19:24:35 -04:00
Timothy Lottes
0b7e38f400 Switch to decayed velocity weighting instead of old dynamic feedback. This has improvments for dithering also.
[CL 2109366 by Timothy Lottes in Main branch]
2014-06-18 11:46:42 -04:00
Timothy Lottes
bceceb274e Making the blur reduction on slow moving dynamic objects a little more agressive.
[CL 2107047 by Timothy Lottes in Main branch]
2014-06-16 11:20:45 -04:00
Timothy Lottes
5f5cd50370 Fix bug found with very slow moving skinned or dynamic objects getting blury.
[CL 2107028 by Timothy Lottes in Main branch]
2014-06-16 11:00:43 -04:00
Timothy Lottes
a8ef140eaf Improvements to quality, sharpness, and performance for temporal AA.
[CL 2096450 by Timothy Lottes in Main branch]
2014-06-05 19:50:59 -04:00
Brian Karis
3b2837c560 Revert Temporal AA regression.
[CL 2059133 by Brian Karis in Main branch]
2014-04-29 21:55:47 -04:00
Timothy Lottes
55dc0acfc8 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]
2014-04-23 19:50:46 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00