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fix(upscaling): fix mipbias sometimes being wrong#1521

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mipbias-fix-2
Sep 24, 2025
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fix(upscaling): fix mipbias sometimes being wrong#1521
doodlum merged 2 commits into
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mipbias-fix-2

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@doodlum doodlum commented Sep 24, 2025

Summary by CodeRabbit

  • Bug Fixes
    • Fixed inconsistent texture sharpness when upscaling or switching anti-aliasing, preventing lingering blur/sharpen artifacts.
    • Ensured correct render size is applied during upscaling for stable image quality across scenes and menus.
    • Resolved cases where texture mip bias could persist after upscaling was disabled, eliminating unintended softness.
    • Reduced visual popping by making LOD transitions more consistent when toggling temporal effects or upscaling options.
    • Lowered default upscaling sharpening intensity to remove excessive sharpness while preserving stability.

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coderabbitai Bot commented Sep 24, 2025

Walkthrough

State::UpdateSharedData parameters annotated with [[maybe_unused]]; upscaling render-size calc no longer depends on a_inWorld/a_prepass and uses ConvertToDynamic(screenSize, true) when temporal is enabled and upscaleMethod != kTAA. MipBias is recalculated from renderSize/screenSize ratio with an explicit else setting MipBias = 0. FSR3 dispatch sharpness set to 0.0f (sharpening intensity disabled).

Changes

Cohort / File(s) Summary of Changes
State shared-data update
src/State.cpp
Annotated UpdateSharedData params with [[maybe_unused]]. Removed dependence on a_inWorld/a_prepass for upscaling trigger; use temporal && upscaleMethod != kTAA. Compute renderSize via ConvertToDynamic(screenSize, true). Recompute MipBias = log2(screenSize.x / renderSize.x) and add else branch setting MipBias = 0.
FSR3 upscaling config
src/Features/Upscaling/FidelityFX.cpp
Set FSR3 dispatch sharpness parameter from 0.5f to 0.0f (disable sharpening intensity while enableSharpening flag remains).

Sequence Diagram(s)

sequenceDiagram
  autonumber
  participant Caller as Caller
  participant State as State::UpdateSharedData
  participant Config as Temporal/Scaling Config
  participant SD as SharedData

  Caller->>State: UpdateSharedData(a_inWorld, a_prepass)
  note right of State: params marked [[maybe_unused]]

  State->>Config: read temporalEnabled, upscaleMethod
  alt temporalEnabled AND upscaleMethod != kTAA
    State->>State: renderSize = ConvertToDynamic(screenSize, true)
    State->>SD: MipBias = log2(screenSize.x / renderSize.x)
  else
    State->>SD: MipBias = 0
  end

  State-->>Caller: return
Loading
sequenceDiagram
  autonumber
  participant Upscaler as FSR3 Dispatcher
  participant Params as Dispatch Params

  Upscaler->>Params: prepare params (enableSharpening = true)
  note right of Params: sharpness explicitly set to 0.0f
  Upscaler->>Upscaler: dispatch with sharpness = 0.0
Loading

Estimated code review effort

🎯 2 (Simple) | ⏱️ ~10 minutes

Possibly related PRs

Suggested reviewers

  • jiayev
  • alandtse

Poem

I nibble bits where mipmaps grow,
I scale the pixels soft and slow.
When temporal rules and TAA’s away,
I compute new sizes—hip hooray! 🥕
Sharpness set to zero, I hop and sew.

Pre-merge checks and finishing touches

❌ Failed checks (1 warning)
Check name Status Explanation Resolution
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✅ 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 concisely and accurately summarizes the primary change—fixing incorrect MipBias handling in the upscaling code. It is short, specific, and developer-focused, matching the UpdateSharedData changes that ensure MipBias is set consistently. Omitting minor ancillary tweaks (like the FSR3 sharpness adjustment) is acceptable because the title only needs to reflect the main fix.
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  • Create PR with unit tests
  • Post copyable unit tests in a comment
  • Commit unit tests in branch mipbias-fix-2

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Using provided base ref: b1b8ee8
Using base ref: b1b8ee8
Base commit date: 2025-09-24T16:25:22+01:00 (Wednesday, September 24, 2025 04:25 PM)
No actionable suggestions for changed features.

@doodlum doodlum changed the title fix(upscaling): lazy mipbias fix fix(upscaling): fix mipbias sometimes being wrong (maybe) Sep 24, 2025
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Actionable comments posted: 0

🧹 Nitpick comments (1)
src/Features/Upscaling/FidelityFX.cpp (1)

304-306: Skip RCAS when sharpness is 0 to avoid a no-op pass

enableSharpening is true while sharpness is 0.0f. If the SDK doesn’t already short-circuit RCAS at zero, this needlessly schedules work. Consider disabling the stage when sharpness is zero.

-        dispatchParameters.enableSharpening = true;
-        dispatchParameters.sharpness = 0.0f;
+        dispatchParameters.enableSharpening = false; // sharpness is 0, skip RCAS
+        dispatchParameters.sharpness = 0.0f;

If you plan to expose sharpness dynamically later, gate it instead:

const float sharpness = 0.0f; // from settings
dispatchParameters.enableSharpening = sharpness > 0.0f;
dispatchParameters.sharpness = sharpness;

Please confirm whether the current FSR3 SDK already bypasses RCAS when sharpness == 0; if it does, keeping enableSharpening = true is fine.

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Reviewing files that changed from the base of the PR and between 5119eaf and 682c8db.

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

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✅ A pre-release build is available for this PR:
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@doodlum doodlum changed the title fix(upscaling): fix mipbias sometimes being wrong (maybe) fix(upscaling): fix mipbias sometimes being wrong Sep 24, 2025
@doodlum doodlum merged commit 3b88a64 into dev Sep 24, 2025
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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)

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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)

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

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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)

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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)

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* 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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* chore: bump versions

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* fix(hair): remove pbr lighting mult for hair (community-shaders#1531)

* chore(upscaling): add back upscale multiplier (community-shaders#1532)

* 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)

* chore(emat): auto detect terrain parallax (community-shaders#1545)

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* chore: update versions

* feat(VR): enable upscaling (community-shaders#1507)

* 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)

* fix(VR): use only supported shaders from cache (community-shaders#1553)

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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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* docs(UI): remove duplicate GPL license statement (community-shaders#1561)

* 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(terrain helper): fix conflicting bit (community-shaders#1566)

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* feat(UI): separate theme settings, UI refactor, font support (community-shaders#1571)

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* chore: bump versions

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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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* build: add cmake install commands (community-shaders#1372)

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* refactor(perf-overlay): remove collapsible headers (community-shaders#1572)

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* fix(perf-overlay): removed ImGuiTableFlags_ScrollX/Y for scroll bar issues (community-shaders#1594)

* build: fix shader copying to relative paths (community-shaders#1603)

* 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)

* feat(lod): add gamma sliders (community-shaders#1588)

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

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* feat: procedural sun

* limb darkening

* another darkening

* build(deps): remove orphaned Intel XeSS dependency (community-shaders#1611)

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* fix: accumulate sunlight color in pixel shader output

* fix(ui): enter key now behaves properly when first time popup is open (community-shaders#1615)

* feat(ui): add tabs to advanced settings & PBR search (community-shaders#1599)

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* build: add HLSL intellisense (community-shaders#1614)

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* 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)

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

* build: fix Package-AIO-Manual for fresh pulls (community-shaders#1625)

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* fix(snow): use world space vectors (community-shaders#1618)

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

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* feat(ui): add test conditions button (community-shaders#1637)

* fix(ui): blocked shader info overflow in Shader Debug tab (community-shaders#1632)

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

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* fix(dynamic cubemaps): add a check for timeskip (community-shaders#1639)

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

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* feat(water): add flowmap parallax (community-shaders#1636)

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