DLAA is created twice when Native is selected while a scaled scene is queued #2144
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MagicBeanDev/Hookshot#2144
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Selecting Native (DLAA) while a scaled DLSS scene is still queued can create a native-AA feature for that small scene, then create it again for the next full-size scene. This repeats feature creation and resets temporal state twice at the transition.
Reproduction: load gameplay, choose DLSS Performance, then select Native on Render resolution. The game and renderer do not necessarily change dimensions on the same queued frame. In the unfixed reference investigated here, two creations occurred on successive frames (reproduced three times). A causal game-free fixture also fails against the unmodified parent and passes with the fix.
Proposed scope: continue using the scaled mode for queued small scenes until the requested native dimensions arrive; pass native-AA intent explicitly so the native-sized feature is promoted once and then reused. No new upscaler or frame-generation implementation.
RTX 5070 Ti, Windows 11, 3440x1440. On tested local fix 2ec8aa66 (main
e0578ede), Performance to Native created one 3440x1440 DLAA feature; inventory return worked and normal exit preserved the source checkpoint. Earlier full DLAA/Quality/Performance/DLAA sequence passed at d700d115. Source-only Linux suite at 2ec8aa66: 351 passed, 0 failed, 23 skipped. Windows: 341 passed, 4 failed, 29 skipped; all four failures reproduced on exact maine0578ede. Rebased candidate99ad842eon main07b03596retains the same five-file patch; focused regression and matching Windows host/backend build pass. Current-head CI results are linked in #2145.Owner: Arkex-ai. This investigation predates this claim. Recording the scope here for coordination; it does not replace any required #dev-work claim. I checked open DLAA/FG work; this does not duplicate #1944, #2118, or the merged #2000 menu feature.
Severity: S3 (avoidable transition stall/reset; no demonstrated progression blocker). Reach: DLSS users switching from a scaled mode to Native. Confidence: reproduced in local logs and causal fixture. No campaign-wide, other-GPU or Linux GPU claim.
This is being done in your pull request #2145; closing the issue so the work is tracked in one place there.