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feat(vk): actor motion for single-influence, two-influence and rigid one-bone models - #2787
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…one-bone models The temporal chain's actor motion (dlss_actor.vert, for every engine of the chain) read skinned draws with four influences only (RGBA8 weights, RGBA8UI or RGBA16UI joints). Three more layouts OoT draws with are now read, so those models carry their own motion instead of the camera's: - a second set of one influence (kSingle): an R8 weight and an R8UI or R16UI joint. Link's draws have it: a fifth bone, his cap's and shield's among them; left out, those vertices were skinned with part of their weight - two influences (kPair): RG8 weights and RG8UI joints (Navi's wings among them) - a rigid model on one bone, a joint and no weight (kSingle | kNoWeight): Navi's body, props, held items dlss_actor.h names the bits, vk_draw.cpp's skin check sets them from the vertex formats, bones_used reads 1, 2 or 4 joints and counts an unweighted one, and the shader reads a set's influences at any byte offset. dlss_actor_vert_spv.h made again (glslang 16.6.0, as test_dlss_actor.py checks). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Joey-Magnus
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I merged this into current main and ran the temporal checks (test_dlss_actor, test_motion, test_dlssg_runtime and the other dlss/temporal ones). All pass, and CI is green on this head, including the DLSS/FSR 4 link check. The new format bits in dlss_actor.h (kSingle 8, kPair 32, kNoWeight 128, each shifted by the set) don't overlap kHalfPosition or kByteJoints for either set, and bones_used in vk_temporal.cpp walks the same 1, 2 or 4 influences the shader reads, so the bone count stays consistent with what's drawn.
The rigid case at vk_draw.cpp:6249 (no weight attribute, an R8UI/R16UI joint at 6) only applies after the existing gates: an indexed scene draw with a 48-byte-multiple bone palette in UBO 3. So I don't expect ordinary unskinned draws to be picked up. The only thing missing is a run in the game on this exact head: your motion-view check was before the split. A quick RX_VK_DLSS_DEBUG=motion look at Link's cap and Navi on this branch would close that. Small note: the description credits "#2118's author", but #2118 is the DLSS Frame Generation PR. You probably meant another number.
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Great effort! Improving DLSS quality is a real game changer. I ran several tests to validate the effects. Initial Observations (Without Debug Mode) For simple character movement, I did not see any clearly observable improvement at 2x and 3x. At 4x–6x, some DLSS artifacts—such as tearing and ghosting—started to become observable, but the improvements are hard to see. Although I subjectively think this version might be better, it is just a subjective feeling—very small change between them so I enabled the Debug Mode. Debug Mode (RX_VK_DLSS_DEBUG=motion) I enabled RX_VK_DLSS_DEBUG=motion and compared the recordings frame by frame. I observed a tiny, slightly earlier firing of motion signals, which is somewhat clearer with the Navi wing flaps when Link is standing still. Stand Still
Movement Testing
During movement, it is really hard to observe any difference. Both versions do a good job capturing the motion of the mentioned features—the PR hat movement, shield, and body. Subjectively, however, I still think the actor motion enhancement might be better: earlier motion signaling and brighter motion. |
The temporal chain's actor motion only reads skinned draws with four influences per set. Link's cap and shield, Navi and held items use other layouts, so their vertices get the camera's motion or are skinned with part of their weight, and DLSS and FSR ghost behind them. This PR teaches the actor pass three more layouts. It was split out of #1831, as hckrman101 suggested when closing it. #2118's author reported these layouts fix Link's shield and hair.
What it does
dlss_actor.vertserves every engine of the chain. It now reads, besides four influences (RGBA8 weights, RGBA8UI or RGBA16UI joints):kSingle): an R8 weight and an R8UI or R16UI joint. This is a fifth bone on Link's draws, his cap's and shield's among them.kPair): RG8 weights and RG8UI joints, such as Navi's wings.kSingle | kNoWeight): a joint and no weight, such as Navi's body, props and held items.Where each part lives:
dlss_actor.hnames the bits.vk_draw.cpp's skin check sets them from the draw's vertex formats.vk_temporal.cppbones_usedreads 1, 2 or 4 joints and counts an unweighted joint.dlss_actor_vert_spv.his regenerated with glslang 16.6.0, which is whattest_dlss_actor.pychecks.Testing
vk_draw.cppandvk_temporal.cppcompile with clang usingnx2/build.py's renderer flags.test_dlss_actor.pypasses, with the header word for word what glslang 16.6.0 makes, along with the other temporal, DLSS and FSR 3.1 checks.test_motion.pyfails on this PC for main as well.RX_VK_DLSS_DEBUG=motion) shows Link's cap and Navi carrying their own motion. This head on main hasn't been played yet.🤖 Generated with Claude Code