Intel ARC GPUs, Xe Architecture for dGPUs [2022-]

According to some comments on the video, XeSS and VRR are controlled outside of the game in the Intel control panel application.

I don't know if that's true...
for VRR it's true (an Adaptive Sync option should appear), as for XeSS, in my experience, it's not. You enable it in game.

Btw, I tested CoD Modern Warfare 2 and unlike the guy in the video, XeSS is working fine for me. 59fps avg. with XeSS Performance, 57fps average with XeSS Balanced, 52 fps avg. XeSS Quality and 47 fps avg. from XeSS Ultra Quality.

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Increasing VRAM usage percentage to the maximum allowed to set in the game's options, 90% -which developers say it increases performance, and rightly so-, you get, 68 fps avg. XeSS Performance, 63fps avg. XeSS Balanced, 59fps avg. XeSS Quality and 52fps avg. XeSS Ultra Quality.

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DLSS unlocker for non nVidia cards. It's a mod that transforms DLSS to FSR 2.1, so you can have an upscaling technique of certain quality.

Maybe something to try on ye olde 1080 Ti.
 
Maybe something to try on ye olde 1080 Ti.
want to try it in a game with great technology like Crysis Remastered.


Btw, a few days ago I wishlisted Crysis 2 Remastered and Crysis 3 Remastered in Steam, to play them with modern features. They will be out November 12th.
 
most recent version of DLSS Unlocker for all GPUs, 2.1.3:

CyberFSR was originally made for Cyberpunk 2077, but apparently it can be used on any games which has DLSS support. Thus I forked the project and also included an injector to disable Nvidia RTX GPU checking to make DLSS option available for any GPUs including Intel onboard GPUs LMAO.

Spider-Man Remastered has built-in FSR 2.1, then why this Mod?

Native FSR 2.1 implementation on Spider-Man Remastered is not so good, this mod even though it contains FSR 2.1 codes it's giving better result than native solution.

It also unlock Nvidia's DLAA which is superior to any other AA methods.

https://www.nexusmods.com/marvelsspidermanremastered/mods/683

and XeSS Unlocker to use XeSS for all GPUs.

 
How is it an injected FSR solution is better than the one natively integrated?
 
How is it an injected FSR solution is better than the one natively integrated?
Maybe its the additional sharpening that happens in game engines with DLSS while they don't with FSR?
 
In this case it's FSR2 vs FSR2 though.
Pitfall of not being lead platform/technology.
They never done best QA on it after implementing it.
Obviously native implementation not configured as well as possible.
Not really that hard to believe.

Actually not that unusual for a mod to improve on native implementation of a title.
 
In this case it's FSR2 vs FSR2 though.

Right, but there may be extra or different settings a game uses when it's "DLSS" instead of "FSR". That was the only way I could see with FSR native being worse than FSR injected in DLSS path.
 
Right, but there may be extra or different settings a game uses when it's "DLSS" instead of "FSR". That was the only way I could see with FSR native being worse than FSR injected in DLSS path.
ah I see what you mean. I think that's even worse lol.
 
wanted to run this very new Quake raytracing mod -not the old one, this is a totally different thing-, but it's not yet compatible with Intel ARC (also tried the Doom RT mod by the same author, but same result).


On another note, a colleague with a RX 6700 tried Shadow of the Tomb Raider and it includes XeSS as an option, natively even for the Radeon and he was surprised as to how good the game looks with it enabled, because of dp4a support.
 
Maybe its the additional sharpening that happens in game engines with DLSS while they don't with FSR?
this DF interview might explain it --the video should start playing at the very exact moment he mentions that. Basically according to Intel staff, FSR 2 can be tweaked by humans on an individual game basis, while for DLSS and XeSS that's not possible because they are AI based.


edit: this is in regard to the initial @Malo 's question
 
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Quake 2 RTX tested. Native 4K 90 fps with Raytracing using OpenGl. In RTX mode, the raytracing is much slower, 4K 12fps. (4K 60fps is achievable with the built-in internal upscaler fixing the framerate to 60fps, it looks impressive).

Two captures -sry the bad quality, I can't capture the framebuffer image using OpenGl so I had to use the phone to take the picture.

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Here the framerate says 1000fps but that's because I tried to use the Screen Capture key and the framerate counter went nuts -both the internal framerate counter and the Steam's framerate counter-. It's actually 90fps.

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Oh you using the original Q2VKRT Port - have you tried the Nvidia Release of Q2RTX?
not sure I did, where is it available? I got the Steam game, and then purchased the full Quake 2 game on Steam, then fused both games together.
 
Basically according to Intel staff, FSR 2 can be tweaked by humans on an individual game basis, while for DLSS and XeSS that's not possible because they are AI based.
The only thing that can be tweaked with FSR 2, but can't be with XeSS or DLSS is the feature detection. I guess for finding subpixel details FSR 2 uses simple edge detection filter either by the difference in luminance of neighbor pixels or by depth difference or more probably by both. And this is where I see many of FSR 2 problems stem from. If you have ever played with reshade's SMAA and other morphological AA that use the same mechanisms for pixels detection, you have probably seen how unreliable and not universal these simple heuristics are, turn the threshold difference a little bit down and it would miss half of edges, turn it a little bit up and it would touch not just edges, but tons of textures, which might lead to additional ghosting in case of FSR 2.
 
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