What's new
New settings
-
Passes: apply the effect more than once for a stronger look. Each extra pass makes the network slower, and too many can shift the colours.
Keep local tone controls whether the extra passes keep pushing the lighting.Also keep in mind that wierd effect can show up if the number of "skipped" frames is higher than the "max age" option under "composition"
-
Blend frames: smooths the switch from one network result to the next, reducing flicker (0 to 8, default 4).
-
Apply on the same frame (experimental, needs Wait for the network): This mimics the same techniques used by other implementations, it has no artifacts, but, but has a very high performance cost.
Fewer trails and halos (Work in progress)
- The effect no longer fades out while the camera moves and "pops" back when it stops.
- Much less of the light outline left behind moving characters and objects.
- Mountains and distant objects against the sky are now handled correctly.
- Better support for games that use a non-reversed depth buffer.
Trails are reduced but not fully gone: with fast camera movement, a faint copy of an outline can still show for a moment.
Menu
- The menu got a complete overhaul, following the last version of Optiscaler.
Neural rendering now has its own Neural Rendering tab (DirectX 12 games only), also shown in the Custom tab.
Support for different APIs is still planned for future releases
Full Changelog: 1.0.0...1.1.0