From a4dd4275fb63f90f4a13c21e46b541de7d423113 Mon Sep 17 00:00:00 2001 From: Tk-Glitch Date: Sun, 18 Oct 2026 21:55:00 +0200 Subject: [PATCH] engine: accept R32_UINT depth gameDepthFormat now admits VK_FORMAT_R32_UINT alongside the existing float/UNORM depth formats. The RR engine's hardwareDepth path (DLSS.Use.HW.Depth) already handles the nonlinear interpretation; the format check was the only gate keeping the feature on the CUDA fallback. Fixes Cyberpunk 2077 with RR enabled falling back to the CUDA path. --- engine/game.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/engine/game.cpp b/engine/game.cpp index c983b35..cc22d14 100644 --- a/engine/game.cpp +++ b/engine/game.cpp @@ -22,7 +22,7 @@ bool gameMotionFormat(VkFormat format) { } bool gameDepthFormat(VkFormat format, VkImageAspectFlags aspect) { if (aspect & VK_IMAGE_ASPECT_DEPTH_BIT) return depthAspect(format); - return format == VK_FORMAT_R32_SFLOAT || format == VK_FORMAT_R16_SFLOAT || format == VK_FORMAT_R16_UNORM; + return format == VK_FORMAT_R32_SFLOAT || format == VK_FORMAT_R32_UINT || format == VK_FORMAT_R16_SFLOAT || format == VK_FORMAT_R16_UNORM; } bool gameOutputFormat(VkFormat format) { return gameColorFormat(format); }