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fix(upscaling): fix screenshots when upscaling enabled#1520

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doodlum merged 1 commit into
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screenshots-fix
Sep 24, 2025
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fix(upscaling): fix screenshots when upscaling enabled#1520
doodlum merged 1 commit into
devfrom
screenshots-fix

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@doodlum doodlum commented Sep 24, 2025

Summary by CodeRabbit

  • Bug Fixes
    • Automatically disables TAA after data loads when upscaling is active, preventing visual artifacts and blur.
    • Resolves issues affecting screenshot clarity during upscaling.

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coderabbitai Bot commented Sep 24, 2025

Walkthrough

Adds a new lifecycle hook Upscaling::DataLoaded() in Upscaling, declared in the header and implemented to set RE::GetINISetting("bUseTAA:Display")->data.b = false during data load, affecting TAA state post-load. No other logic or files are changed.

Changes

Cohort / File(s) Summary
Upscaling lifecycle hook and TAA toggle
src/Features/Upscaling.h, src/Features/Upscaling.cpp
Declare and implement virtual override DataLoaded(); implementation disables TAA by setting bUseTAA:Display to false after data load.

Sequence Diagram(s)

sequenceDiagram
  autonumber
  participant Game as Game/Data Loader
  participant Upscaling as Upscaling Feature
  participant INI as RE::INI Settings

  Game->>Upscaling: DataLoaded()
  note right of Upscaling: Post-data-load hook (new)
  Upscaling->>INI: GetINISetting("bUseTAA:Display")
  INI-->>Upscaling: INI setting handle
  Upscaling->>INI: set data.b = false (disable TAA)
  note over Upscaling,INI: Apply screenshot fix path
Loading

Estimated code review effort

🎯 3 (Moderate) | ⏱️ ~20 minutes

Possibly related PRs

Suggested reviewers

  • Pentalimbed
  • jiayev

Poem

A bunny flips a tiny switch,
TAA now takes a hitch—
In data’s wake, the toggle falls,
Crisp pixels line the engine’s halls.
Hop-hop! A cleaner view I bring,
With one small boop—spring-sprung, ping! 🐇✨

Pre-merge checks and finishing touches

❌ Failed checks (1 warning)
Check name Status Explanation Resolution
Docstring Coverage ⚠️ Warning Docstring coverage is 0.00% which is insufficient. The required threshold is 80.00%. You can run @coderabbitai generate docstrings to improve docstring coverage.
✅ Passed checks (2 passed)
Check name Status Explanation
Description Check ✅ Passed Check skipped - CodeRabbit’s high-level summary is enabled.
Title Check ✅ Passed The title "fix(upscaling): fix screenshots when upscaling enabled" accurately and concisely captures the primary change described in the diff — adding Upscaling::DataLoaded to disable the TAA display setting to address screenshot issues when upscaling is enabled. It is specific to the upscaling feature and directly related to the code changes in the PR. A reviewer scanning the history will understand the main intent without extra detail.
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  • Commit unit tests in branch screenshots-fix

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Using provided base ref: ed2d75a
Using base ref: ed2d75a
Base commit date: 2025-09-24T15:40:34+01:00 (Wednesday, September 24, 2025 03:40 PM)
No actionable suggestions for changed features.

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Actionable comments posted: 1

📜 Review details

Configuration used: Path: .coderabbit.yaml

Review profile: CHILL

Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between ed2d75a and 48150ff.

📒 Files selected for processing (2)
  • src/Features/Upscaling.cpp (1 hunks)
  • src/Features/Upscaling.h (1 hunks)
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**/*.{cpp,cxx,cc,c,h,hpp,hxx,hlsl,hlsli,fx,fxh,py}

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Do not include TODO/FIXME placeholders; provide complete, working solutions

Files:

  • src/Features/Upscaling.h
  • src/Features/Upscaling.cpp
src/**/*.{cpp,cxx,cc,h,hpp,hxx}

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Include robust error handling and resource management with graceful degradation in the plugin code

Files:

  • src/Features/Upscaling.h
  • src/Features/Upscaling.cpp
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🔇 Additional comments (1)
src/Features/Upscaling.h (1)

96-96: New lifecycle hook looks fine — confirm Feature::DataLoaded exists and is invoked

Repository search found no src/Features/Upscaling.h, no Feature base declaring virtual void DataLoaded(), and no callers of DataLoaded(); ensure the base declares virtual void DataLoaded() and the lifecycle actually calls it so this override runs.

Comment on lines +355 to +360
void Upscaling::DataLoaded()
{
// Fix screenshots fix from Engine Fixes
RE::GetINISetting("bUseTAA:Display")->data.b = false;
}

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⚠️ Potential issue

❓ Verification inconclusive

Null deref risk and unconditional TAA disable; gate by method and add nullptr guard

RE::GetINISetting(...) can return nullptr; dereferencing causes a crash. Also, this forces TAA off even when upscaling is kNONE or kTAA, diverging from the PR intent (“when upscaling enabled”) and may affect VR.

Suggested fix:

 void Upscaling::DataLoaded()
 {
-	// Fix screenshots fix from Engine Fixes
-	RE::GetINISetting("bUseTAA:Display")->data.b = false;
+	// Fix screenshots when upscaling is active: disable menu TAA toggle to prevent artifacts
+	if (globals::game::isVR)
+		return;  // Avoid touching Display INI in VR paths
+
+	auto* setting = RE::GetINISetting("bUseTAA:Display");
+	if (!setting) {
+		logger::warn("[Upscaling] INI setting 'bUseTAA:Display' not found; screenshot fix not applied");
+		return;
+	}
+
+	const auto method = GetUpscaleMethod();
+	if (method != UpscaleMethod::kNONE && method != UpscaleMethod::kTAA) {
+		setting->data.b = false;
+	}
 }
  • If you intend the change to persist to disk, also call iniPrefSettingCollection->WriteSetting(setting) (consistent with SaveSettings), otherwise leave it in-memory only.

Please verify lifecycle order so that settings are loaded before DataLoaded() (to ensure GetUpscaleMethod() reflects the user config).


Guard GetINISetting and conditionally disable TAA

RE::GetINISetting(...) can return nullptr (crash); the current code also unconditionally disables TAA even for kNONE/kTAA and in VR — add a nullptr guard, skip touching the INI in VR, and only disable when upscaling is active.

 void Upscaling::DataLoaded()
 {
-	// Fix screenshots fix from Engine Fixes
-	RE::GetINISetting("bUseTAA:Display")->data.b = false;
+	// Fix screenshots when upscaling is active: disable menu TAA toggle to prevent artifacts
+	if (globals::game::isVR)
+		return;  // Avoid touching Display INI in VR paths
+
+	auto* setting = RE::GetINISetting("bUseTAA:Display");
+	if (!setting) {
+		logger::warn("[Upscaling] INI setting 'bUseTAA:Display' not found; screenshot fix not applied");
+		return;
+	}
+
+	const auto method = GetUpscaleMethod();
+	if (method != UpscaleMethod::kNONE && method != UpscaleMethod::kTAA) {
+		setting->data.b = false;
+	}
 }

If persistence is required, call iniPrefSettingCollection->WriteSetting(setting). Verify lifecycle order so settings are loaded before DataLoaded() (so GetUpscaleMethod() reflects user config).

📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
void Upscaling::DataLoaded()
{
// Fix screenshots fix from Engine Fixes
RE::GetINISetting("bUseTAA:Display")->data.b = false;
}
void Upscaling::DataLoaded()
{
// Fix screenshots when upscaling is active: disable menu TAA toggle to prevent artifacts
if (globals::game::isVR)
return; // Avoid touching Display INI in VR paths
auto* setting = RE::GetINISetting("bUseTAA:Display");
if (!setting) {
logger::warn("[Upscaling] INI setting 'bUseTAA:Display' not found; screenshot fix not applied");
return;
}
const auto method = GetUpscaleMethod();
if (method != UpscaleMethod::kNONE && method != UpscaleMethod::kTAA) {
setting->data.b = false;
}
}
🤖 Prompt for AI Agents
In src/Features/Upscaling.cpp around lines 355 to 360, guard the
RE::GetINISetting call (it may return nullptr) and only disable TAA when
upscaling is actually active and not in VR: check GetINISetting(...) for nullptr
before using it, check the runtime VR flag and
GetUpscaleMethod()/upscaling-enabled condition and return early if VR or
upscaling is inactive, then set the INI setting only when safe; if you need the
change to persist, call iniPrefSettingCollection->WriteSetting(setting) after
modifying it and ensure DataLoaded() runs after settings are loaded so
GetUpscaleMethod() reflects user config.

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✅ A pre-release build is available for this PR:
Download

@doodlum doodlum merged commit b1b8ee8 into dev Sep 24, 2025
17 checks passed
Pentalimbed pushed a commit to Pentalimbed/skyrim-community-shaders that referenced this pull request Dec 16, 2025
* chore(ui): update discord banner (community-shaders#1493)

* fix: use proper filename settingsuser.json (community-shaders#1491)

* chore(upscaling): increase fsr sharpness

* chore: rename d3d12interop to d3d12SwapChainActive (community-shaders#1494)

* feat(llf): remove particle lights (community-shaders#1495)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* feat(llf): move llf to core (community-shaders#1496)

* fix: remove water clamp (community-shaders#1497)

* fix(upscaling): more upscaling fixes (community-shaders#1498)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix: fix some internal errors when debugging (community-shaders#1500)

* fix(ui): fix save settings conflicts & welcome screen (community-shaders#1501)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix(ui): add constraints for discord banner size (community-shaders#1463)

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* fix(VR): fix exiting menu using controllers (community-shaders#1502)

* build: fix warnings (community-shaders#1505)

* feat(UI): allow tooltips for disabled elements (community-shaders#1503)

* feat(upscaling): add downscale percentages (community-shaders#1506)

* perf(ssgi): optimize  (community-shaders#1499)

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Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* chore: remove unused hooks (community-shaders#1510)

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* fix: adjust IsInterior to consider kNoSky or kFixedDimensions flags (community-shaders#1512)

* fix(hair): correct hair indirect normal, marschner by default (community-shaders#1515)

Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com>
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* chore: mostly revert ISHDR to 1.3.6 (community-shaders#1516)

* chore(upscaling): simplify interop and upscale methods (community-shaders#1514)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix(hair): typo in code (community-shaders#1517)

* feat(ibl): lerp sky ibl using skylighting (community-shaders#1519)

* fix(sss): burley artifacts with effect blend (community-shaders#1518)

* fix(upscaling): fix screenshots when upscaling enabled (community-shaders#1520)

* fix(upscaling): fix mipbias sometimes being wrong (community-shaders#1521)

* fix: fix compile error if snow shader on (community-shaders#1522)

* chore(upscaling): revert fsr to typical settings (community-shaders#1523)

* fix: fix minor ui issues (community-shaders#1524)

* chore(grass collision): simpler grass collision (community-shaders#1525)

* fix: update skylighting and version

* fix(pbr): fix inconsistencies (community-shaders#1526)

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* feat(upscaling): sharpening slider (community-shaders#1527)

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* fix(upscaling): fix minor upscaling issues (community-shaders#1536)

* chore: gamma space normalisation (community-shaders#1535)

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* feat(grass collision): implement with texture and history (community-shaders#1539)

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* chore(grass collision): less aggressive (community-shaders#1546)

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* fix(skylighting): fix cell id casting (community-shaders#1544)

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* chore: update versions

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* fix(terrain shadows): fix brightened lods (community-shaders#1547)

* chore(upscaling): reduce ghosting near camera (community-shaders#1548)

* fix: fix grass not animating (community-shaders#1549)

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* fix(grass collision): fix non-standard timescales (community-shaders#1550)

* build: deploy only updated files (community-shaders#1556)

* feat: add Clear Shader Cache to Advanced (community-shaders#1555)

* chore(featureissues): default collapse testing menu (community-shaders#1554)

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* build: use gersemi cmake formatter (community-shaders#1557)

* fix(terrain): vanilla diffuse in pbr terrain cell too bright due to wrong color space (community-shaders#1558)

* docs: add new feature development template guide (community-shaders#1529)

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* feat: add renderdoc for debugging (community-shaders#1560)

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* fix(ui): welcome popup size issues (community-shaders#1573)

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* chore(grass collision): minor tweaks (community-shaders#1568)

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* fix(grass collision): clamp maximum depth of grass (community-shaders#1578)

* feat(UI): enhance shader blocking (community-shaders#1564)

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* fix: remove duplicate buffer setup (community-shaders#1586)

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* fix(ibl): apply ibl to cubemap normalisation for non deferred (community-shaders#1604)

* fix(grass): use correct light direction (community-shaders#1602)

* fix(welcome-popup): adjust font size & window spacing (community-shaders#1592)

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* build: correct CodeRabbit schema syntax (community-shaders#1608)

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* refactor(UI): move light limit visualization into debug (community-shaders#1619)

* refactor(ui): add settings for shader block hotkeys (community-shaders#1624)

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* fix(ui): anchor reset settings button position  (community-shaders#1621)

Co-authored-by: Giovanni Correia <Gistix@users.noreply.github.com>

* fix(hair): use indirect normal for deferred marschner hair (community-shaders#1626)

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* feat(UI): add gaussian blur shader core files (community-shaders#1595)

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* fix(upscaling): replace NIS with RCAS for DLSS (community-shaders#1620)

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* refactor: restructure lighting (community-shaders#1633)

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* feat(ui): add themes & fonts (community-shaders#1596)

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* fix cloud shadow setting saving

---------

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