Improve Quantum Break DLSS depth, jitter, and transition handlingvior, transition handling, PDB behavior, and validation status.#130
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- Convert Quantum Break's temporal resolve SSAA jitter from raw normalized UV units to DLSS/FSR input pixel units. - Prefer `ssaa.g_vSSAAJitterOffset[0]` as the authoritative jitter source because QB's temporal resolve adds it directly to current color/depth sampling UVs. - Flip the converted jitter Y value to match the SR convention used by DLSS/FSR integrations. - Avoid projection-style half scaling for the SSAA jitter path; `g_vSSAAJitterOffset[0]` is already UV-space and needs full render-size scaling. - Treat the `cb_update_1.g_vJitterOffset` fallback as already pixel-space if it is ever used, since captured scene frames showed it as zero and other QB shaders add it to `SV_Position`. - Document the logged QB 4-sample jitter sequence and its expected render-pixel values for the observed 2560x1440 internal render size when QB's own upscaling is enabled at 4K output. - Add transition guards for temporal-resolve variants that bind scene-looking resources without valid scene constant buffers. - Skip those invalid transition resolves instead of replaying them through the post-SR path, avoiding the DLSS AA-off save-load device hang. - Add DLSS scene warmup counted in valid temporal resolves so DLSS does not start on unstable loading-to-gameplay frames. - Keep DLSS history reset across no-scene/title/loading periods and SR resource rebuilds. - Copy generated PDBs for symbol-producing Quantum Break addon configurations to make runtime debugging easier. - Update the Quantum Break upscaling notes with current jitter behavior, transition handling, PDB behavior, and validation status.
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Summary
This improves the Quantum Break super-resolution path by fixing the depth source used for upscaling, correcting the jitter values passed to DLSS/FSR, and hardening DLSS startup across loading-to-gameplay transitions.
Changes
0xA43343D6PS SRV0.ssaa.g_vSSAAJitterOffset[0]as the authoritative temporal jitter source.cb_update_1.g_vJitterOffsetas already pixel-space if it is ever used.UpscalingNotes.mdwith the current SR input map, jitter behavior, transition handling, and validation status.Notes
The logged Quantum Break jitter sequence is a 4-sample pattern sourced from
g_vSSAAJitterOffset[0]. At the observed2560x1440internal render size used by QB's own upscaling at 4K output, it maps to: