Hello there,
I would like to deal with transparency pixels we have in our game image. In FSR2, I can create ReactiveMask+TransparencyCompositionMask, but I’m struggling to find a similar thing in DLSS. There is kBufferTypeReactiveMaskHint+kBufferTypeTransparencyAndCompositionMaskHint mentioned on a couple of places, but it doesn’t look like we can use it. There is kBufferTypeTransparencyHint/transparencyMask I can use, but again no documentation if it actually is what I want. Finally, there is kBufferTypeBiasCurrentColorHint/currentColorBias, the only one with a little bit of docs, saying it should be 0 or 1, where 1 means "use 100% of current color and no history). The “sl.h” on the other hand explains it as “lerp(history, current, bias)”. That is promising. I will experiment with the last one, but a clear guide would be nice.
Regards,
Tomas