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Fidelity Super Resolution in 2021

There is so much wrong with this statment! Serioulsy, no punctuation or capitilsation?

:)

All joking aside, I have tried FSR in DOTA and at 1080p with 75% render scale FSR sharpens the textures and adds some missing details but it softens the edges a bit. So while it really is subjective it does arguably look better and his statement is not a lie.

Native.jpg


FSR-75.jpg
I agree, the textures definitely look sharper in the FSR image in this game.
 
Here's a good podcast with the developer of Kingshunt on FSR:
Good find, great to see developers speaking so positively about it.

Made a few notes from his initial summary (first 20 minutes).
  • Very exciting as it is so easy to implement, don't want to spend time adding features that don't benefit the majority of players.
  • Took 2-4 hours to initially implement, saw benefits right away.
  • Using UnrealEngine 4.
  • AMD working well for small developers like them, but they are producing a big game. No limits, no barriers. AMD has been very helpful.
  • AMD approached them, Dev had previously used FidelityFX CAS, they liked it and like a sharp image so happy to use FSR.
  • Remember, this is the 1st version of FSR. It will get better, it's not the final version.
  • Two way conversion about how FSR and their game can be made better.
  • The next few months will show how FSR goes
  • UE Upsampling tech can be better than FSR
  • FSR and SS (UE) could be used together however which would be better
  • They tested DLSS, but decided to use FSR instead
  • The new plugin for DLSS makes integration into UE quite easy
  • When they started developing, DLSS integration took some time (development cycles)
  • Ray Tracing is heavier to do
 
I agree, the textures definitely look sharper in the FSR image in this game.

At 4K it makes the game (DOTA 2) look superior than native. Yes this is a low fidelity game but FSR does work and work well in this at all resolutions. So I am hoping this means that it is possible for devs to tweak and tune FSR for better results.
 
A fan mod has added FSR support for Grand Theft Auto 5

This mod replaces the original GTA5 upscaler when using Frame scale mode in Advanced Graphics Settings lower than display resolution with FSR. The point is to see if FSR produces a better image output at 2560x1440 than the built in GTA5 one.

ScreenshotComparison:
https://screenshotcomparison.com/comparison/15394/
Definitely looks better with FSR in that comparison, if true.

Also wonder if they are CPU limited in that screenshot.
 
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How is fsr in the hands of fans already, i thought it wasnt open source till mid july. So either its a fake reshade version or its code has leaked somehow and ppl are able to put it in the source code somehow.
 
How is fsr in the hands of fans already, i thought it wasnt open source till mid july. So either its a fake reshade version or its code has leaked somehow and ppl are able to put it in the source code somehow.
They have taken the files from a game supporting FSR and used them inside GTAV. Pretty smart.
 
I just worry that because they hacked it in so to speak it might not be representative of how fsr could be fully as dont the devs have to tweak it on a per game basis to get the best of of fsr, if all it took was a dll injector to get it working then surely they coulda done that in the first place?
 
I just worry that because they hacked it in so to speak it might not be representative of how fsr could be fully as dont the devs have to tweak it on a per game basis to get the best of of fsr, if all it took was a dll injector to get it working then surely they coulda done that in the first place?
But he said he had to tweak it too. Maybe he didn't made such a great job as a dev will do but still it is something good, i doubt someone will add FSR to GTAV anyway.
 
Good find, great to see developers speaking so positively about it.

Made a few notes from his initial summary (first 20 minutes).
  • Very exciting as it is so easy to implement, don't want to spend time adding features that don't benefit the majority of players.
  • Took 2-4 hours to initially implement, saw benefits right away.
  • Using UnrealEngine 4.
  • AMD working well for small developers like them, but they are producing a big game. No limits, no barriers. AMD has been very helpful.
  • AMD approached them, Dev had previously used FidelityFX CAS, they liked it and like a sharp image so happy to use FSR.
  • Remember, this is the 1st version of FSR. It will get better, it's not the final version.
  • Two way conversion about how FSR and their game can be made better.
  • The next few months will show how FSR goes
  • UE Upsampling tech can be better than FSR
  • FSR and SS (UE) could be used together however which would be better
  • They tested DLSS, but decided to use FSR instead
  • The new plugin for DLSS makes integration into UE quite easy
  • When they started developing, DLSS integration took some time (development cycles)
  • Ray Tracing is heavier to do


And word on battlefield 2042 supporting this? I notice nvidia announced earlier it’ll have diss support.
 
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