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Fidelity Super Resolution in 2021

FSR support is coming tomorrow for Arcadegeddon and Necromunda: Hired Gun while next week Edge of Eternity and Resident Evil Village will receive the FSR treatment.
Also both the Unity engine and Epic's Unreal Engine 4 will have FSR fully enabled for developers.
update2.jpg
 
Looks like AMD is opening up the war chest (more like the war piggybank) and is trying to cement this as the go to upscaler. Great markerting move. Lets see how this plays out.

Does anyone have a count of how many games it is in so far in 4(?) weeks of release.

If FSR is open source and devs can implement it how they like, surely nothing stops devs from using temporal data if they wish. Funny enough this occured to me while reading through the Nvidia denoise whitepaper in the other thread.
They have the code so they can see how it functions. They can choose what data is fed into the system. If the use of temporal data really does increase input latency then by going with an open source solutions devs may be able to minimise this issue based on how much it affects their game. There is also the intel open image denoiser which can use other buffers, so they could create an unholy mashup to fight against DLSS.

What i do want to see is if someone can rip out the sharpening aspect and turn it into a standalone AA method, so we can see how it performs and if it is beneficial.
 
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I want to see how many games will get unofficial FSR through modding.If they managed to get that hacked version to work on GTAV or VR, now it should be easier to add it to many games.
 
Looks like AMD is opening up the war chest (more like the war piggybank) and is trying to cement this as the go to upscaler. Great markerting move. Lets see how this plays out.

Does anyone have a count of how many games it is in so far in 4(?) weeks of release.

If FSR is open source and devs can implement it how they like, surely nothing stops devs from using temporal data if they wish. Funny enough this occured to me while reading through the Nvidia denoise whitepaper in the other thread.
They have the code so they can see how it functions. They can choose what data is fed into the system. If the use of temporal data really does increase input latency then by going with an open source solutions devs may be able to minimise this issue based on how much it affects their game. There is also the intel open image denoiser which can use other buffers, so that could create an unholy mashup to fight against DLSS.

What i do want to see is if someone can rip out the sharpening aspect and turn it into a standalone AA method, so we can see how it performs and if it is beneficial.

Expect to see a LOT of support throughout various games now that the floodgates have opened with it on github. Give it a month and it will explode.

 
If FSR is open source and devs can implement it how they like, surely nothing stops devs from using temporal data if they wish.

Nothing stops them as such aside from having to write quite a bit of code and shader programs - in some ways FSR as is actually is a step down the wrong path for using temporal data you'd have to remove and reimplement some stuff in another way to make it compatible.
 
I wonder which game implements it and puts the update out that they added fsr first that isnt listed as tied to the official list of studios/engines.
 
Nothing stops them as such aside from having to write quite a bit of code and shader programs - in some ways FSR as is actually is a step down the wrong path for using temporal data you'd have to remove and reimplement some stuff in another way to make it compatible.
Depending on the studio i highly doubt having to write custom code is a problem.
Lets not forget that being open source, devs may be willing to write the code and share it with others and they simply start building upon each others code. Some joe bloggs at home may be the one to even start it.
GDC is full of devs talking to other devs about how they get **** done.
 
Depending on the studio i highly doubt having to write custom code is a problem.
Lets not forget that being open source, devs may be willing to write the code and share it with others and they simply start building upon each others code. Some joe bloggs at home may be the one to even start it.
GDC is full of devs talking to other devs about how they get **** done.

If a dev is going to that effort the code and concept for video game temporal upscaling has been out there for quite awhile - people shared their approaches more than 5 years ago - they don't need to have waited for FSR. FSR like approach is basically the fallback when the data from temporal sampling is missing or produces a result which has to be rejected.
 
If a dev is going to that effort the code and concept for video game temporal upscaling has been out there for quite awhile - people shared their approaches more than 5 years ago - they don't need to have waited for FSR. FSR like approach is basically the fallback when the data from temporal sampling is missing or produces a result which has to be rejected.
But you can use TAA and FSR for upscaling and maybe it gives better FPS/IQ than using TAAU.
 
But you can use TAA and FSR for upscaling and maybe it gives better FPS/IQ than using TAAU.

My point is it isn't like devs needed to wait for FSR to start doing that. While a bit more work to achieve fall back results like FSR if a dev was inclined to go to that effort they could have done so already.
 
Depending on the studio i highly doubt having to write custom code is a problem.
Lets not forget that being open source, devs may be willing to write the code and share it with others and they simply start building upon each others code. Some joe bloggs at home may be the one to even start it.
GDC is full of devs talking to other devs about how they get **** done.


That's why there are a million proprietary game engines because studios like to colobarate and share
 
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