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chore(upscaling): reduce ghosting near camera#1548

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upscaling-reduce-ghosting
Oct 6, 2025
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chore(upscaling): reduce ghosting near camera#1548
doodlum merged 1 commit into
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upscaling-reduce-ghosting

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@doodlum doodlum commented Oct 6, 2025

Summary by CodeRabbit

  • Bug Fixes
    • Improved DLSS motion vector handling to reduce near-camera artifacts, resulting in smoother motion and more stable upscaling quality.
  • Chores
    • Updated Upscaling component version to 1.1.1.

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coderabbitai Bot commented Oct 6, 2025

Walkthrough

Updates an INI version in Upscaling.ini and changes DLSS motion vector handling in EncodeTexturesCS.hlsl by introducing a depth-driven nearFactor and blending between longest and current motion vectors based on screen depth.

Changes

Cohort / File(s) Summary
Config version bump
features/Upscaling/Shaders/Features/Upscaling.ini
Incremented [Info] Version from 1-1-0 to 1-1-1.
DLSS motion vector blending
features/Upscaling/Shaders/Upscaling/EncodeTexturesCS.hlsl
Added nearFactor = smoothstep(4096.0 * 2.5, 0.0, SharedData::GetScreenDepth(depth)); replaced MotionVectorOutput = longestMotionVector with lerp(longestMotionVector, motionVector, nearFactor) in DLSS path.

Sequence Diagram(s)

sequenceDiagram
  autonumber
  participant RP as Render Pass
  participant CS as EncodeTexturesCS.hlsl (DLSS)
  participant SD as SharedData

  RP->>CS: Invoke compute shader
  CS->>SD: GetScreenDepth(depth)
  SD-->>CS: screenDepth
  CS->>CS: nearFactor = smoothstep(10240.0, 0.0, screenDepth)
  CS->>CS: blendedMV = lerp(longestMV, currentMV, nearFactor)
  CS-->>RP: MotionVectorOutput = blendedMV
  note over CS: Replaces direct longestMV output with depth-driven blend
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Estimated code review effort

🎯 2 (Simple) | ⏱️ ~10 minutes

Possibly related PRs

Suggested reviewers

  • jiayev

Poem

I twitch my ears at version’s chime,
A nibble of depth, a blend in time—
Near fades to far, vectors align,
Pixels dance in a silky line.
Hop-hop! The frames now softly flow,
Carrots of clarity, onward we go! 🥕✨

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✅ Passed checks (3 passed)
Check name Status Explanation
Description Check ✅ Passed Check skipped - CodeRabbit’s high-level summary is enabled.
Title Check ✅ Passed The title succinctly and accurately describes the effort to reduce ghosting near the camera in the upscaling shader by blending motion vectors based on depth without extraneous details or noise.
Docstring Coverage ✅ Passed No functions found in the changes. Docstring coverage check skipped.
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  • Commit unit tests in branch upscaling-reduce-ghosting

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github-actions Bot commented Oct 6, 2025

Using provided base ref: b14bac3
Using base ref: b14bac3
Base commit date: 2025-10-06T15:51:22+01:00 (Monday, October 06, 2025 03:51 PM)
No actionable suggestions for changed features.

@doodlum doodlum merged commit 337da72 into dev Oct 6, 2025
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Actionable comments posted: 0

🧹 Nitpick comments (1)
features/Upscaling/Shaders/Upscaling/EncodeTexturesCS.hlsl (1)

28-28: Depth-based blending factor is correctly implemented.

The inverted smoothstep edges produce the desired behavior: nearFactor = 1 for objects close to the camera (reducing ghosting) and nearFactor = 0 for distant objects (preserving temporal stability).

Consider documenting the threshold value (10240.0) with a comment explaining why this specific depth range was chosen, as it appears to be empirically tuned.

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📒 Files selected for processing (2)
  • features/Upscaling/Shaders/Features/Upscaling.ini (1 hunks)
  • features/Upscaling/Shaders/Upscaling/EncodeTexturesCS.hlsl (2 hunks)
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🔇 Additional comments (2)
features/Upscaling/Shaders/Features/Upscaling.ini (1)

2-2: Version bump is appropriate.

The version increment correctly reflects the motion vector blending changes in the associated DLSS shader.

features/Upscaling/Shaders/Upscaling/EncodeTexturesCS.hlsl (1)

62-62: Motion vector blending correctly addresses near-camera ghosting.

The lerp interpolation appropriately prioritizes the current motion vector for nearby objects (reducing ghosting) while preserving the longest motion vector for distant objects (maintaining temporal stability). The implementation aligns well with the PR objective.

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github-actions Bot commented Oct 6, 2025

✅ A pre-release build is available for this PR:
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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(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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* feat(ui): font size and perf overlay improvements (community-shaders#1511)

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* 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)

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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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* chore: bump versions

* fix(ibl): add ibl to reflection normalization (community-shaders#1528)

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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)

* feat: update shader compile elapsed time every second (community-shaders#1587)

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

* feat(perf-overlay): add size controls (community-shaders#1591)

* fix(perf-overlay): fix infinite draw calls table height (community-shaders#1590)

* 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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* build: add compile-time validation of GPU buffers (community-shaders#1427)

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* ci: run shader validation on CMake and CI config changes (community-shaders#1606)

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* feat: procedural sun

* limb darkening

* another darkening

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

Co-authored-by: factory-droid[bot] <138933559+factory-droid[bot]@users.noreply.github.com>

* 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)

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

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

Co-authored-by: Bruce <44987693+brucenguyen@users.noreply.github.com>

* 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)

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

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

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* fix cloud shadow setting saving

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@alandtse alandtse deleted the upscaling-reduce-ghosting branch February 6, 2026 05:21
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