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Far Cry 5: Add RCAS and automatic mip bias - #223

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HenDGS wants to merge 1 commit into
Filoppi:mainfrom
HenDGS:feat/far-cry-5-rcas-mip-bias
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HenDGS wants to merge 1 commit into
Filoppi:mainfrom
HenDGS:feat/far-cry-5-rcas-mip-bias

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@HenDGS

@HenDGS HenDGS commented Oct 2, 2026

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Summary

  • Add optional post-DLSS/DLAA RCAS sharpening, saved per user and defaulting to
    0.50.
  • Add automatic texture mip LOD bias while DLSS/DLAA is active, derived from the
    render-to-output resolution ratio.
  • Apply that bias to regular anisotropic material samplers while allowing Far
    Cry 5 to leave comparison samplers used by shadows/depth unchanged.
  • Replace the previous copy/compute finish path with a fullscreen output resolve
    shared by SDR and linear scRGB.
  • Clarify the Match display resolution supersampling behavior and identify the
    optional analytics control by its RemoteDataProvider worker name.
  • Keep HDR10/PQ on the game's native TAA path because its working gamut has not
    been validated for DLSS. SDR and scRGB DLSS/DLAA behavior is unchanged.

Validation

  • Rebased as one commit on Luma latest-722 (5d7ee54).
  • Built Publishing-Release|x64 successfully from that base.
  • Validated the corrected Publishing payload in Far Cry 5's native benchmark at
    3840x2160 Ultra: 6,399 NGX evaluations, successes, and routed outputs, with no
    camera-audit or native-hook failures.
  • Previously exercised RCAS and automatic mip bias at 100% and 50% render
    scales in SDR and scRGB, including DLAA and DLSS output paths.

Known limitations

  • TAA must be enabled and Dynamic Resolution must be disabled.
  • HDR10/PQ deliberately uses native TAA; use SDR or scRGB for DLSS/DLAA.
  • Depth of field and motion blur have not received dedicated temporal-artifact
    testing.
  • Testing has primarily covered an RTX 4090 and the current game executable;
    broader GPU and executable coverage is welcome.

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