This repository was archived by the owner on Sep 17, 2024. It is now read-only.
File tree Expand file tree Collapse file tree 1 file changed +19
-0
lines changed
Expand file tree Collapse file tree 1 file changed +19
-0
lines changed Original file line number Diff line number Diff line change @@ -342,6 +342,25 @@ bool FFFrameInterpolator::CalculateResourceDimensions(NGXInstanceParameters *NGX
342342 if (m_PostUpscaleRenderWidth <= 32 || m_PostUpscaleRenderHeight <= 32 )
343343 return false ;
344344
345+ // I've no better place to put this. Dying Light 2 is beyond screwed up.
346+ //
347+ // 1. They take a D24 depth buffer and explicitly convert it to RGBA8. The GBA channels are unused. This
348+ // is passed to Streamline as the "depth" buffer.
349+ //
350+ // 2. They take the same RGBA8 "depth" buffer above and pass it to Streamline as the "HUD-less" color
351+ // buffer.
352+ //
353+ // How's it possible to be this incompetent? Have these people used a debugger? The debug visualizer? For
354+ // all I know the native DLSS-G implementation doesn't even work. It could just be duplicating frames.
355+ const static auto isDyingLight2 = GetModuleHandleW (L" DyingLightGame_x64_rwdi.exe" ) != nullptr ;
356+
357+ if (isDyingLight2)
358+ {
359+ NGXParameters->SetVoidPointer (" DLSSG.HUDLess" , nullptr );
360+ m_PostUpscaleRenderWidth = m_SwapchainWidth;
361+ m_PostUpscaleRenderHeight = m_SwapchainHeight;
362+ }
363+
345364 return true ;
346365}
347366
You can’t perform that action at this time.
0 commit comments