D
You do realise you're replying to an AMD employee that actually worked on FSR, right?
I think he knows a little bit more about the situation than you.
Nice to see you've had to resort to conspiracy theoriesPeople are always under different embargos and nda's. 4A was very specific in their initial reply. Then, on noes, we actually didnt mean that, oh, its was this other thing. Come on.
Nice to see you've had to resort to conspiracy theories
Your assumption that they broke NDA is a conspiracy theory.Breaking NDA by mistake is a conspiracy theory ?
curious to see how that works; is it just an API call to FSR so that you don't have to do any of the other setup required? I hope it's swappable with future FSR algorithms so that published titles can just swap the algorithm for the latest one. Though given the state of it, may not be swappable if future FSR goes deep learning, perhaps different inputs are required.https://videocardz.com/newz/microso...-now-includes-amd-fidelityfx-super-resolution
AMD FSR is now included in Xbox Game Development Kit as a preview.
https://gpuopen.com/fidelityfx-superresolution/How it works
FidelityFX Super Resolution is a spatial upscaler: it works by taking the current anti-aliased frame and upscaling it to display resolution without relying on other data such as frame history or motion vectors.
At the heart of FSR is a cutting-edge algorithm that detects and recreates high-resolution edges from the source image. Those high-resolution edges are a critical element required for turning the current frame into a “super resolution” image.
FSR provides consistent upscaling quality regardless of whether the frame is in movement, which can provide quality advantages compared to other types of upscalers.
FSR is composed of two main passes:
FSR also comes with helper functions for color space conversions, dithering, and tone mapping to assist with integrating it into common rendering pipelines used with today’s games.
- An upscaling pass called EASU (Edge-Adaptive Spatial Upsampling) that also performs edge reconstruction. In this pass the input frame is analyzed and the main part of the algorithm detects gradient reversals – essentially looking at how neighboring gradients differ – from a set of input pixels. The intensity of the gradient reversals defines the weights to apply to the reconstructed pixels at display resolution.
- A sharpening pass called RCAS (Robust Contrast-Adaptive Sharpening) that extracts pixel detail in the upscaled image.
FidelityFX Super Resolution looks for gradient reversals in the source image to reconstruct high-definition edges at upscaled resolution.
https://videocardz.com/newz/microso...-now-includes-amd-fidelityfx-super-resolution
AMD FSR is now included in Xbox Game Development Kit as a preview.
That's pretty much it.
FSR is important because it can be integrated into most games that are on the market, and it can be integrated easily. That's pretty much it. Whether TAAU looks better is not really that important, because TAAU can't be integrated into games like DOTA2 which don't have TAA and are likely lacking the motion vectors etc that would be required. Most likely any game that's Unreal Engine 5 will not need FSR, because they have their own new upscaling to replace TAAU.
FSR will be much much easier to patch into games than TAAU, DLSS, dynamic resolution, variable rate shading and other custom temporal reconstructions. That's pretty much it. You get FSR where the other methods would probably never be patched in anyway.
I would be really surprised if developers go through the trouble of updating older games. Unless Radeon borrows marketing money from its Zen cousin.
The interesting bit for me is to see what developers do going forward with all the options currently on the table. AMD’s best move is to muscle in on consoles where upscaling is standard practice. Will devs embrace a TAA and FSR combo? Or go with a unified solution that does both.
FSR is important because it can be integrated into most games that are on the market, and it can be integrated easily. That's pretty much it. Whether TAAU looks better is not really that important, because TAAU can't be integrated into games like DOTA2 which don't have TAA and are likely lacking the motion vectors etc that would be required. Most likely any game that's Unreal Engine 5 will not need FSR, because they have their own new upscaling to replace TAAU.
FSR will be much much easier to patch into games than TAAU, DLSS, dynamic resolution, variable rate shading and other custom temporal reconstructions. That's pretty much it. You get FSR where the other methods would probably never be patched in anyway.
DOTA2 just got updated today ...
Well for now you don't have a lot anyway...