The FSR Thread (Announcements & Discussion)

From what I've seen they both do fairly well, perhaps DLSS may have an FPS advantage but that depends on title?

Trunks knows all about this.
 
DLSS>XeSS>FSR 2.X is the current IQ ranking.

Particles seems to be the big weakness of the current iteration of it, and there is slightly more ghosting overall.
 
Well yeah. AMD's "fast-follow" strategy here should be pretty obvious: Have FSR 3 include a frame-interpolation feature, make it run on all modern GPUs, make a big stink about nvidia's snooty solution only working on the most expensive geforce cards and how they've abandoned their 30 series customers.

FSR 3.0's frame generation feature doesn't even have to have great image quality. We've seen that it's totally okay for FSR to be a step behind DLSS in terms of image quality, as long as it works decently well.

Radeon Synthetic Frames and do it driver side :lol:. That would be firing some serious shots across the bow.

From what I've seen they both do fairly well, perhaps DLSS may have an FPS advantage but that depends on title?

Trunks knows all about this.

:lol: I'm just trying to pay attention.

DLSS 2.x is the current king. FSR 2.0 can be perfectly serviceable, 2.1 is better. But it's still behind DLSS 2.x's.

XeSS will be interesting, I can't wait to see reviews and try it out.
 
Radeon Synthetic Frames and do it driver side :lol:. That would be firing some serious shots across the bow.

Interesting idea.

The best quality frame interpolation will need motion vectors, so that would require game-specific integration.

However there's some VR reprojection solutions that don't require motion vectors, and can get reasonably good results. Virtual Desktop's Synchronous Spacewarp doesn't use motion vectors from the game, but uses the XR2's motion estimation hardware to essentially generate motion vectors directly from the image itself.

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So theoretically you could have a driver based solution. Maybe call it FSR 1.5?

Actually there's cool things you could do with something like that, if it was REALLY robust. Lets say you could create several synthetic in-between frames (instead of just one). Now you can run UT2004 at 1000 fps, and then translate that into really amazing motion blurring.

If you could generate synthetic frames fast enough (1ms for example), you'd have a ton of flexibility to generate synthetic frames at whatever intervals you want. Then whatever intervals the game renders frames, you could generate synthetic frames based on motion estimation to ensure the GPU can deliver frames to the display based on the display's intervals. This could accomplish a few things:
  • Eliminate the need for Freesync, as you're always sending frames in lock-step with the monitor's native refresh intervals.

  • Run all games at the full refresh rate at your monitor, regardless of the render framerate. 60fps? 30fps? 90fps? Doesn't matter, 'cause I'm generating synthetic frames at 144fps with perfect frame-pacing.

  • Eliminate microstutters & judder.

  • Reduce the perception of input latency in many circumstances.

  • Eliminate tearing, as well as vsync.

  • Ensure perfectly smooth frame-pacing even for games that run much faster than the monitor's refresh-rate, without needing a framerate limiter. Running UT2004 at 500fps is a juddery mess on a 60fps monitor, but motion-estimated synthetic frames could solve that, and yield the absolute lowest input latency.

  • Add gorgeous motion-blur to any game you want.

So we're talking about totally divorcing render intervals from delivery intervals. Similar to how advanced upscaling is starting to divorce render resolution from display resolution.

Of course the more powerful your GPU, the frames you render, the more accurate your synthetic frames, as your motion estimation is happening in smaller and smaller intervals.

But a weaker GPU would still produce 100% smooth gameplay... but perhaps with more visual artifacts and input latency... but it would still be perfectly smooth on any monitor you ran it on.
 
Valve has done the same in VR with SteamVR Motion Smoothing. If I had to hazard a guess, this is probably what nVidia is riffing on with DLSS Frame Generation. They just used there already existing Optical Flow tech as the interpolation engine to help feed DLSS.
 
https://videocardz.com/newz/judgement-gains-intel-xess-support-and-amd-fsr-2-1-native-profile

videocardz.com - “Judgement” gains Intel XeSS support and AMD FSR 2.1 “Native” profile said:
Judgement 1.02 patch notes

Support added for Intel XeSS.
Addition of FSR2.1 Native quality.
*Native works only when it has the same drawing resolution, adopting only the FSR2.1 Anti-aliasing effect .
Fixed an issue where a black screen would display when playing Virtua Fighter 5 Final Showdown.
Fixed an issue with VSync set to ON that caused instability with higher frame rates.
Improved boot-up stability.
Patch version description on title screen and smart phone menu have been updated to reflect the correct version.
Miscellaneous additional fixes.

Alternatively, gamers can also use AMD FSR 2.1 which is already present in the game. Here we learn that the same patch brings a new profile called “Native”. It looks like AMD is finally releasing its NVIDIA DLAA alternative, an antialiasing technology powered by machine learning but rendered at native resolutions. This means higher image quality but no performance benefits from resolution upscaling.

Notably this the first time we are seeing the FSR 2.1 "Native" profile showing up. Allowing for the benefits of the FSR 2.1 technique at native resolution like DLAA. This has been seen previously in mods, so it's awesome to see AMD officially implement it :)
 
The game market is too diluted with 'upscaling' APIs choices.

Don't need more VHS vs Beta type dividing issues.
 
AMD Announces FSR 3 and HYPER-RX Technologies Coming to PCs in 2023

AMD Announces FSR 3 and HYPER-RX Technologies Coming to PCs in 2023

It will be interesting to see how well AMD’s new technologies will compete against their NVIDIA equivalents.

The FSR 3 is coming to Unreal Engine 5, confirms Scott Herkelman at Radeon RX 7000 reveal. This engine is capable of utilizing AMD unified compute engine technology and offers excellent ray tracing and rasterization performance with RDNA GPUs.

In an Unreal Engine 5 demo, Radeon RX 7000 GPU hits 60 FPS with FSR 2.0, however once a new technology called FSR 3.0 is engaged, the performance increased to 112 FPS. According to AMD, this new upscaling technology will improve performance by up to 2 times.

The FSR 3.0 supports Fluid Motion Frames Technology, but the company is not confirming what exactly does it mean. However, it definitely sounds familiar. AMD confirms this tech will launch next year, without stating any specific dates.

Furthermore, AMD is introducing a major update for its graphic drivers. A technology called HYPER-RX is a one-click performance and latency improvement feature. In games such a Dying Light 2, AMD claims up to 85% better performance with 1/3 of the latency. This technology should be a competitor for NVIDIA Reflex and DLSS technologies combined.

According to AMD, HYPER-RX will be available in the first half of 2023.


Source: VideoCardz.com
 
It will be interesting to see how well AMD’s new technologies will compete against their NVIDIA equivalents.

The FSR 3 is coming to Unreal Engine 5, confirms Scott Herkelman at Radeon RX 7000 reveal. This engine is capable of utilizing AMD unified compute engine technology and offers excellent ray tracing and rasterization performance with RDNA GPUs.

In an Unreal Engine 5 demo, Radeon RX 7000 GPU hits 60 FPS with FSR 2.0, however once a new technology called FSR 3.0 is engaged, the performance increased to 112 FPS. According to AMD, this new upscaling technology will improve performance by up to 2 times.

The FSR 3.0 supports Fluid Motion Frames Technology, but the company is not confirming what exactly does it mean. However, it definitely sounds familiar. AMD confirms this tech will launch next year, without stating any specific dates.

Furthermore, AMD is introducing a major update for its graphic drivers. A technology called HYPER-RX is a one-click performance and latency improvement feature. In games such a Dying Light 2, AMD claims up to 85% better performance with 1/3 of the latency. This technology should be a competitor for NVIDIA Reflex and DLSS technologies combined.

According to AMD, HYPER-RX will be available in the first half of 2023.


Source: VideoCardz.com
That sounds awesome, wonder if that will scale back to older GPUs?
 
FSR 2.2 patch for Forza Horizon 5 released. Along with enhanced RT and DLSS/DLAA

https://www.dsogaming.com/patches/f...ng-update-released-full-patch-notes-revealed/

PC Improvements

AMD FidelityFX Super Resolution 2.2
Enhanced DirectX Raytracing
Includes two new presets “Ultra” and “Extreme” which render reflections for the player’s car in Free Roam, Races, and Drivatar reflections in Photo Mode
NVIDIA DLSS Super Resolution
NVIDIA DLAA
3DRap Hand Controller HC1 compatibility
 
Does FSR work the way DLSS does, where you can update FSR on your own with a DLL?

DLSS for example.. I can update the version the game uses by downloading a newer version of DLSS and simply replacing the DLL file with the new one.

Or does this rely on developers to update the game
 
Does FSR work the way DLSS does, where you can update FSR on your own with a DLL?

DLSS for example.. I can update the version the game uses by downloading a newer version of DLSS and simply replacing the DLL file with the new one.

Or does this rely on developers to update the game

You can compile newer versions of FSR 2.x and switch them out. I did this with Marvels Spider-Man with a version compiled and released by CapFrameX on twitter. But if I remember right, that compiled DLL didn't work in DL2.

So mileage may very? I haven't experimented with that much yet. I might try swapping out the DLL in Cyberpunk with the one from CapFrameX and see what happens when I can.
 
Ah, so the DLL has to be game specific?

Good test of this would be to take the DLL from Forza Horizon with the FSR2.2 update and use it on another game utilizing FSR2+
 
Ah, so the DLL has to be game specific?

Good test of this would be to take the DLL from Forza Horizon with the FSR2.2 update and use it on another game utilizing FSR2+

And there you run into problem number 2. Not every game exposes the DLL to allow you to switch it :(
 
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