The more the depth of any pixel deviates from this value the higher the blur intensity.
The problem happens when you use static dof, which means the focal depth is a static number. Maybe it's a ReShade problem? I can detect that every pixel onscreen has the same value - with a vast performance overhead - so this isn't feasible. I also don't know how to fix this since I don't have a single DX12 game.
To me it looks like the depth is inverted on DX 12 but that would flip all normal vectors and the colors would be swapped on the right side. Do not know what could be the reason that GI does not work? Please Log in or Create an account to join the conversation. Forgot your password? Forgot your username? Create an account.