This adds a new experimental r.TSR.History.HighFrequencyOnly.
This remove r.TSR.Translucency.SeparateTemporalAccumulation because translucency is otherwise too ghosty anyway, avoiding an increase of shader permutation.
#rb none
#preflight 62291ea3695c94f981dd6c00
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 19326254 via CL 19326281
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19348270 by guillaume abadie in ue5-main branch]
#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build
#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824721 by fred kimberley in ue5-main branch]
Submitted on behalf of fred.kimberley
#rb andy.davidson
#preflight 61f8700e41414fb013dd4002
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18801433 in //UE5/Release-5.0/... via CL 18802090 via CL 18821511
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18821594 by andrew davidson in ue5-main branch]
Adds 20us to TSR's DilateVelocity, but eliminate MotionBlur's velocity flatten that is 120us on console.
#rb josie.yang
#lockdown michal.valient
#preflight 616dabef6e12ff0001056c70, 616db80708cf4d000146e526
#ROBOMERGE-OWNER: jon.nabozny
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 17850441 via CL 18003913 via CL 18369657 via CL 18369719
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18369796 by jon nabozny in ue5-release-engine-test branch]
D3D11 doesn't allow to bind a UAV more than once per shader
#rb michal.valient
#lockdown michal.valient
#preflight skip to unblock d3d11 build ASAP
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 17832237 via CL 18002971 via CL 18369437 via CL 18369511
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18369574 by guillaume abadie in ue5-release-engine-test branch]
1) Motionblur have tile classification to improve VGPR pressure on fast motion blur gathering tiles
2) Motionblur tile classification can lower the gathering resolution to half res with r.MotionBlur.HalfResGather=1 on part of the screen with large motion vectors to reduce VALU costs under large movements, but still can compose with full res scene color without round trip to main memory to avoid adding memory bandwidth costs
3) TSR output a half res scene color in Mip1 so motion blur can dynamically sample half res under largement movements with r.MotionBlur.HalfResInput=1 to save memory bandwidth in the motion blur convolution
4) Number of direction samples becomes dynamic (and clamped to exisiting motion blur quality) based on length of motion vector to saves VALU with slow pixel velocities
5) Motion blur automatically avoid sampling full res center if the blur kernel completly occlude its to completly stop fetching full res to save memory bandwidth cost under large motions
Drops motion blur costs from 753us to 339us of motion blur costs + 40us additional cost in TSR to output half res in sandbox under movements.
And saves an average 0.3ms in the entire chase gameplay sequence.
#rb josie.yang
[FYI] brian.karis
#preflight 616960548b364e0001807ac7, 616998724cf7190001d2e6f2
#lockdown michal.valient
#ROBOMERGE-OWNER: guillaume.abadie
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 17830244 via CL 18002937 via CL 18369356 via CL 18369373
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18369376 by guillaume abadie in ue5-release-engine-test branch]