feat(vk): actor motion for single-influence, two-influence and rigid one-bone models #2787
Closed
github-sync
wants to merge 1 commit from
github/pr/2787 into main
pull from: github/pr/2787
merge into: MagicBeanDev:main
MagicBeanDev:main
MagicBeanDev:github/pr/2893
MagicBeanDev:github/pr/2890
MagicBeanDev:github/pr/2887
MagicBeanDev:github/pr/2878
MagicBeanDev:github/pr/2875
MagicBeanDev:github/pr/2874
MagicBeanDev:github/pr/2873
MagicBeanDev:github/pr/2871
MagicBeanDev:github/pr/2756
MagicBeanDev:github/pr/2897
MagicBeanDev:github/pr/2896
MagicBeanDev:github/pr/2718
MagicBeanDev:github/pr/2842
MagicBeanDev:github/pr/2691
MagicBeanDev:github/pr/2895
MagicBeanDev:github/pr/2743
MagicBeanDev:github/pr/2765
MagicBeanDev:github/pr/2708
MagicBeanDev:github/pr/2732
MagicBeanDev:github/pr/2755
MagicBeanDev:github/pr/2817
MagicBeanDev:github/pr/2876
MagicBeanDev:release-please--branches--main
MagicBeanDev:release-please--branches--main--release-notes
MagicBeanDev:github/pr/2778
MagicBeanDev:github/pr/2888
MagicBeanDev:github/pr/2866
MagicBeanDev:github/pr/2877
MagicBeanDev:github/pr/2800
MagicBeanDev:github/pr/2829
MagicBeanDev:github/pr/2850
MagicBeanDev:github/pr/2889
MagicBeanDev:github/pr/2882
MagicBeanDev:github/pr/2860
MagicBeanDev:github/pr/2849
MagicBeanDev:github/pr/2886
MagicBeanDev:github/pr/2794
MagicBeanDev:github/pr/2840
MagicBeanDev:github/pr/2830
MagicBeanDev:github/pr/2834
MagicBeanDev:github/pr/2719
MagicBeanDev:github/pr/2742
MagicBeanDev:github/pr/2741
MagicBeanDev:github/pr/2820
MagicBeanDev:github/pr/2771
MagicBeanDev:github/pr/2859
MagicBeanDev:github/pr/2858
MagicBeanDev:github/pr/2823
MagicBeanDev:github/pr/2757
MagicBeanDev:github/pr/2769
MagicBeanDev:github/pr/2844
MagicBeanDev:github/pr/2843
MagicBeanDev:github/pr/2673
MagicBeanDev:github/pr/2855
MagicBeanDev:github/pr/2739
MagicBeanDev:github/pr/2807
MagicBeanDev:github/pr/2851
MagicBeanDev:github/pr/2789
MagicBeanDev:github/pr/2814
MagicBeanDev:github/pr/2818
MagicBeanDev:github/pr/2774
MagicBeanDev:github/pr/2772
MagicBeanDev:github/pr/2750
MagicBeanDev:github/pr/2786
MagicBeanDev:github/pr/2785
MagicBeanDev:github/pr/2782
MagicBeanDev:github/pr/2779
MagicBeanDev:github/pr/2775
MagicBeanDev:github/pr/2706
MagicBeanDev:github/pr/2766
MagicBeanDev:github/pr/2747
MagicBeanDev:github/pr/2759
MagicBeanDev:github/pr/2745
MagicBeanDev:github/pr/2740
MagicBeanDev:github/pr/2733
MagicBeanDev:github/pr/2725
MagicBeanDev:github/pr/2727
MagicBeanDev:github/pr/2728
MagicBeanDev:github/pr/2729
MagicBeanDev:github/pr/2721
MagicBeanDev:github/pr/2722
MagicBeanDev:github/pr/2715
MagicBeanDev:github/pr/2714
MagicBeanDev:github/pr/2707
MagicBeanDev:github/pr/2703
MagicBeanDev:github/pr/2705
MagicBeanDev:github/pr/2697
MagicBeanDev:github/pr/2679
MagicBeanDev:github/pr/2676
MagicBeanDev:github/pr/2669
MagicBeanDev:docs/what-hookshot-connects-to
MagicBeanDev:fix/hdr-encode-test
MagicBeanDev:fix/main-tests
MagicBeanDev:fix/play-cache-files
MagicBeanDev:perf/game-barrier-order
MagicBeanDev:feat/heap-lazy
MagicBeanDev:feat/texture-detail
MagicBeanDev:perf/astc-opaque-bc1
MagicBeanDev:fix/fs-dir-lock
MagicBeanDev:fix/framegen-native-kept
MagicBeanDev:fix/update-no-downgrade
MagicBeanDev:port/k10-gcn-f16-mirrors
MagicBeanDev:fix/framegen-mult-cap
MagicBeanDev:chore/release-as-2.1.1
MagicBeanDev:perf/pcache-load-switch
MagicBeanDev:fix/prepare-progress-log
MagicBeanDev:fix/update-closes-stale-game
MagicBeanDev:fix/hdr-scaled-sampled
MagicBeanDev:perf/first-start-preset
MagicBeanDev:perf/zero-upload
MagicBeanDev:fix/vcore-escape-2s
MagicBeanDev:test/fake-gh-atomic
MagicBeanDev:perf/batch-idle-flush
MagicBeanDev:test/finish-stub-a
MagicBeanDev:chore/record-2.1.0
MagicBeanDev:fix/main-red-tests
MagicBeanDev:fix/test-display-startup-driver-cache
MagicBeanDev:feat/mesh-shader-mode
MagicBeanDev:fix/menu-probes-at-startup
MagicBeanDev:fix/fps-counter-classic
MagicBeanDev:fix/test-log-batch-flake
MagicBeanDev:fix/narrow-screen-hud
MagicBeanDev:ci/prereleases
MagicBeanDev:release/v2.0.15
MagicBeanDev:hotfix/v2.0.15
MagicBeanDev:fix/present-ahead-replay
MagicBeanDev:release/v2.0.13
MagicBeanDev:fix/bracket-paths-2013
MagicBeanDev:fix/hdr-overlays-2013
MagicBeanDev:fix/fps-counter-scale-2013
MagicBeanDev:fix/stick-seen-at-rest
MagicBeanDev:hotfix/menu-fits-screen
MagicBeanDev:fix/f1-always-opens-menu
MagicBeanDev:fix/ini-keep-lines
MagicBeanDev:claude/cranky-pike-7cf247
MagicBeanDev:perf/texture-answer-flat
MagicBeanDev:fix/stamp-test-modules
MagicBeanDev:fix/appimage-fonts
MagicBeanDev:fix/display-awake
MagicBeanDev:release/v2.0.12
MagicBeanDev:fix/discord-windows
MagicBeanDev:rc/v2.0.12-tests
MagicBeanDev:fix/dlss-keep-feature
MagicBeanDev:rc/v2.0.12
MagicBeanDev:button-icons
No reviewers
Labels
Clear labels
accessibility
Barrier affecting people with disabilities
autorelease: pending
autorelease: tagged
bug
Something isn't working
dependencies
Pull requests that update a dependency file
documentation
Improvements or additions to documentation
duplicate
This issue or pull request already exists
enhancement
New feature or request
github_actions
Pull requests that update GitHub Actions code
good first issue
Good for newcomers
help wanted
Extra attention is needed
invalid
This doesn't seem right
question
Further information is requested
testing wanted
wontfix
This will not be worked on
No labels
accessibility
autorelease: pending
autorelease: tagged
bug
dependencies
documentation
duplicate
enhancement
github_actions
good first issue
help wanted
invalid
question
testing wanted
wontfix
Milestone
Clear milestone
No items
No milestone
Assignees
Clear assignees
No assignees
1 participant
Due date
The due date is invalid or out of range. Please use the format "yyyy-mm-dd".
No due date set.
Dependencies
No dependencies set
Reference
MagicBeanDev/Hookshot!2787
Loading…
Reference in a new issue
No description provided.
Delete branch "github/pr/2787"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
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
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.
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.