I enabled the AMD Package to get FSR 2.0 and set it up. (See this post)
I also just recently added DX12 to the API List of my Project. DX12 and Vulkan support FSR 2.0, DX11 does not afaik.
Now I see “artifacts” when I have DLSS enabled (using a Nvidia 4090 GPU, Hardware support enabled for Upscaling)
It’s fine when I disable DLSS, so DX12 itself may not be the problem. It happens in Editor and in Build.
Any idea? Will there be a more “official” Post about FSR 2.0 support? The Patchnotes only said the hidden package is now available and the API in the background. Since there is none I could fine, I made this post.
Tested on Unity 6, 6000.0.23f1, HDRP.
Any idea if this is an actual bug or if I have to configure it differently?
(resolution is a bit low, but you can see the wood planks, the grass and the player. So It appears to be the AmbientOcclusion Buffer?)
It shouldn’t behave this way. It looks like a bug rather than a setup issue. The buffers sizes should match.
In your post you talk about FSR 2.0 but then you mentionned that it’s fine when you disable DLSS ?
In which case exactly does this happens ? When using DLSS ? When using FSR 2.0 ?
In any case, best way to make it move forward is to provide a proper repro and/or to report a bug using the bug reporter. Thanks !
Well I installed the AMD package which enabled fsr2, but I have an nvidia gpu and I think it defaults to DLSS then. So I’m not sure why the FSR package would break DLSS but since it’s probably about the buffers it could have some sideeffects.
Just installing the package shouldn’t change anything. Until you add FSR as an advanced upscaler, nothing should be different.
Also there’s no default per graphic card, you get to decide the order / fallback in the HDRP asset directly. For example here, if DLSS is supported by the GPU, then it will be used, then FSR, then the default fallback upscaler.
Update: It’s probably not related to FSR2. DLSS and FSR1.0 were working fine before I upgraded to Unity6, I didn’t test it again until I enabled FSR2.0, so I figured that’s the cause. I do have DLSS configured as #1 like in your picture and Unity uses that.
But I use a 2nd Camera for Ui, using CameraStacking for HDRP by alelievr. When I disable the Ui Camera, the AO map is correctly sized and shown on the grass. I then played with the depth and noticed it works when Ui camera’s depth is at 0 (or at least < mainCamera’s depth).
I think that depth value is a relict from times before I used the CameraStacking. It appears I can just set it to 0 and the ui shows up correclty + the AO buffer is fixed.