ReactiveMask/TransparencyCompositionMask alternative in DLSS

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

Sadly, when I pass a CurrentColorBias mask, DLSS is failing like this:


and log has this message:
[NGXUP] NGX_D3D11_EVALUATE_DLSS_EXT NVSDK_NGX_Result_FAIL_PlatformError

The currentColorBias is same resolution as everything else on the input side and has linear R8 format

R16 format is working fine. Any reason why R8 is not enough?