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That's good to hear.
are good'ol "GameWorks" shady practices back again?
Heh, are good ol' "GameWorks" shady practices back again?
DSOG - Former Ubisoft dev says that Techland intentionally made AMD FSR look worse in Dying Light 2
https://store.steampowered.com/news/app/1088850/view/4516550645584084963Marvel's Guardians of the Galaxy has been updated - 11.02.2022
* Added AMD Fidelity FX Super Resolution (FSR)
https://www.cyberpunk.net/en/news/41435/patch-1-5-next-generation-update-list-of-changesAdded AMD FidelityFX™ Super Resolution (FSR) 1.0 algorithm, replacing Contrast Adaptive Sharpening (CAS). On PC it can be enabled in Settings > Graphics > Resolution Scaling. The option is not configurable on consoles.
https://www.nomanssky.com/sentinel-update/
- PC support for AMD FidelityFX Super Resolution 1.0 has been enabled. This is a cutting edge super-optimised spatial upscaling technology that produces impressive image quality at fast framerates. Learn more on the AMD site.
the excellent utility and quality of this kind of technology (ies) just shows up. Especially for a company where Shuntaro Furukawa -CEO of Nintendo- has said this today:
It seems Nintendo Switch Sports use FSR.
excited to see! Let’s go!
With the introduction of the X800 series, ATi now finally makes use of this feature. This new technology is called "Temporal FSAA" and practically doubles the sampling rate seen on the screen.
ATi's new Temporal AA pattern
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Temporal FSAA uses different sampling patterns for the odd and even frames of a scene, making them slightly different. If the frame rate is high enough, the human eye can no longer tell the frames apart. The result is that the sampling rate on the screen has been effectively doubled. The same effect is employed for TV media, which also uses interlaced half-images that alternate too quickly to be told apart.
Unfortunately, the differences between the frames cannot be seen in screenshots, since they will always either capture an odd or an even frame. You would need to capture two consecutive frames to see the effect. Using Temporal FSAA also brings some limitations with it. For one thing, V-Sync is always enabled when Temp-AA is turned on, which obviously impacts benchmark scores. For another, a minimum frame-rate limit of 60 fps is set in the driver. If the frame rate dips below this limit, Temporal AA is automatically switching to standard AA until the frame rate increases again. Without this limit, the differences between the frames would be visible to the eye at very low frame rates and would thereby actually reduce image quality instead of improving it.
The idea behind this strategy is obvious. 2xTAA offers almost the same level of quality as 4xAA while requiring only the performance of 2xAA. Temporal AA is already implemented in the X800's drivers. The feature will become available for 9x00 generation cards (with the exception of the non-DirectX 9 compatible 9000 and 9200) with an upcoming Catalyst driver release. Aside from Temporal AA, ATi hasn't changed anything about its FSAA implementation.
It's an MSAA based technique, and thus it won't.I wonder if something like this will make a come back
FixedIts good news for ANY gpu users, any improvements to the current FSR tech are welcome.