Something to sit up for: AMD lifted the lid on its subsequent era of upscaling know-how at GDC 2022. As we reported final week, FSR 2.0 can be a temporal upscaling resolution, which differs considerably from FSR 1.0, a spatial resolution. That makes it nearer to Nvidia’s DLSS and Intel’s upcoming Xess options and may provide improved visible constancy in comparison with FSR 1.0.
After speaking concerning the new model of its FidelityFX Super Resolution (FSR) final week, AMD has now revealed extra particulars on FSR 2.0, together with its assist for the Xbox consoles and Nvidia graphics playing cards.
In an in depth publish detailing FSR 2.0, AMD revealed that the know-how can be absolutely supported on the Xbox and accessible in Xbox Game Development Kits for implementation in video games. The authentic model was utilized in a handful of Xbox titles, together with the Myst remake.
As FSR 2.0 would not depend on machine studying, it really works on a variety of graphics playing cards, although AMD notes that will probably be extra demanding than a spatial upscaling resolution like FSR 1.0, that means you may want a beefy GPU to get essentially the most out of it—particularly when upscaling to 4K. AMD offered a listing of suggestions that features each its Radeon playing cards and people from rival Nvidia.
Another change in FSR 2.0 is that it presents totally different high quality modes for getting the stability between picture and efficiency good. The highest setting is now Quality mode, alongside Balanced and Performance. There’s additionally one non-compulsory mode, Ultra Performance, for builders to make use of in the event that they need.
AMD additionally broke down every mode’s particulars, together with the size issue and the enter/output resolutions.
FSR 2.0 is extremely quick, with all of AMD’s varied setup and determination examples coming in at below 1.5ms for the time it takes to carry out its magic.
FSR Quality Mode (Includes auto-exposure, no sharpening).
FSR 2.0 Performance Mode (Includes auto-exposure, no sharpening).
Another distinction between FSR 2.0 and FSR 1.0 is that the previous does require implementation by recreation builders. It can take as little as just a few days so as to add to a title that already has DLSS, and there can be a plugin for video games working on Unreal Engine 4 and Unreal Engine 5.
It can be simpler to implement FSR 2.0 in video games that have already got a temporal upscaling rendering path. Any titles that do not have movement vectors or assist for decoupled show and render resolutions might require 4 or extra weeks of labor so as to add FSR 2.0.
AMD has confirmed that FSR 2.0 will debut in Deathloop as quickly because the tech is prepared and Forspoken, which launches in October. Both video games are PS5 and PC exclusives.