That would surely lie with the devs to find the time. My best guess would be past games the focus is reduced on providing new features. Some devs will that have the cash and time other smaller teams will pass on the opportunity and focus on the future.
It's all guess work FSR 1 also didn't just pop up either it did take a few months.
Problem is they seem to find the time to integrate/update dlss but not so much fsr 2.1+, even for older games, it's the same where dlss gets added/updated and fsr might not even get added let alone updated to 2.1+, of course, it could be nvidia are "paying" them to go back and add/upgrade dlss.....
FSR 1 was much simpler to integrate due to it being a spatial upscaler tbf.
I wonder how much of it is down to the implementation method too, nvidia have their streamline solution and whatever method amd have provided might not be as easy/quick? Whilst amd don't want to support any closed source solutions like dlss especially a competitors solution, this is where their stubbornness (imo) is hurting amd owners (for now)
But alas, as said, with time, the standard will be 2.2+
Shame more developers don't speak out on their experience with vendors solutions as would be interesting to hear the strengths/weaknesses on both vendors approaches.
id be very wary to judge shimmering or whatever off utube or other videos online as they quality will be crap vs real world quality.
Nexus18
Its cos a lot of games dont have motion vectors which fsr2 requires. And on some games with small teams it can be a bit of a effort i.e x4 foundations, as they arnt sure about using fsr 2 cos no motion vectors but they did fsr 1 but meh i want the taa code put in x4 mainly for aa cos their existing aa sucks balls.
Yeah that is true, due to the compression, you lose a lot of detail and this can mask things like shimmering and smudge the overall clarity, like in my yt video above, in person/game, it doesn't look anywhere as bad as that.
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