On Vulkan, DLSS Frame Generation accesses resources as they are being written to, and using the inputsProcessingCompletionFence does not fix the problem. This makes it extremely difficult to validate the inputs in the development builds. This means that if the camera moves too fast then the incorrect depth/motion-vector difference becomes enough to tag as a dynamic object, so everything in the scene is considered a dynamic object.
This can be observed most easily on Doom The Dark Ages.
https://youtu.be/nX5Gl8FWL8c
The impact on the resultant frame generation is unknown.
The only current solution is forcing a CPU wait because the dlss-g streamline DLL is closed source. This means that dlss-g processes the previous inputs correctly.
On Vulkan, DLSS Frame Generation accesses resources as they are being written to, and using the inputsProcessingCompletionFence does not fix the problem. This makes it extremely difficult to validate the inputs in the development builds. This means that if the camera moves too fast then the incorrect depth/motion-vector difference becomes enough to tag as a dynamic object, so everything in the scene is considered a dynamic object.
This can be observed most easily on Doom The Dark Ages.
https://youtu.be/nX5Gl8FWL8c
The impact on the resultant frame generation is unknown.
The only current solution is forcing a CPU wait because the dlss-g streamline DLL is closed source. This means that dlss-g processes the previous inputs correctly.