The FSR Thread (Announcements & Discussion)

Remnant 2 updated to FSR 3.1. Hope it in generally improves the FSR implementation, because I seem to remember it having some issues.


Small Update / Patch Notes
Posted
Tue, August 13
Remnant II Patch Notes 434,869 – 08/13/24

--|Performance and Crashes|--

- Fixed an issue that was causing some players to crash when loading into their character.

If you are still experiencing Out Of Memory/Shader Decompression crashes on 13th/14th generation Intel Processors when loading the game, here are some supporting articles:

https://community.intel.com/t5/Processors/July-2024-Update-on-Instability-Reports-on-Intel-Core-13th-and/m-p/1617113#M74792

Additional information and possible support solutions can also be found at Epic owned RAD tools post:

https://www.radgametools.com/oodleintel.htm

--|Quality of Life|--

- Updated FSR to FSR 3.1.
 
CDPR brings FSR 3 to Cyberpunk... yes 3, not 3.1 that has been out for months. So it's massively late and unfortunately easily one of the worst FSR 3 implementation yet.


just... yikes. It's just 💩
 
All patches of this game took ages... its probably the engine. Glad they are moving to Unreal for future games. Maybe some modder will add 3.1?
 
All patches of this game took ages... its probably the engine. Glad they are moving to Unreal for future games. Maybe some modder will add 3.1?

Already was possible through Optiscaler and the DLSS Enabler mods (or LukeFZ) Which just further shows CDPR's absolute self fail here as all of those handle it better than the games own FSR 3.0 implementation... which is just... embarrassing as they took forever to release this crap.
 
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Interesting read on fully AI based FSR 4 coming soon as its been in developement for a ~ year:


Plenty of questions remain with FSR4, like when it will even become available. If it's already been in development for 9–12 months, it could be very nearly ready for release. But as we've seen with past upscaling solutions, including DLSS and XeSs alongside FSR 1/2/3, releasing the API merely represents the first step. Getting games to support the new API takes longer.
AMD also just updated its Fluid Motion Frames 2 (AFMF 2) technology, which provides a driver-level solution for frame generation. That's probably the near-term solution for handheld gaming devices looking to boost performance, though as with all framegen solutions that rely on interpolation, we note that it's more frame smoothing than a true performance boosting feature.
 
Makes total sense and can't wait to see the results.

Really hope it doesn't end up RDNA4 only or some shit though.
 


Upscaling with NVIDIA DLSS 3 & AMD FSR 3​


We’re using both NVIDIA & AMD technology to bring you the latest versions of their cutting-edge upscaling technologies.


With NVIDIA, the game supports DLSS (Deep Learning Super Sampling) 3.7; their AI-based upscaler that boosts graphics performance and framerates on GeForce RTX GPUs whilst retaining image quality. We’ve also included Frame Generation (on supported RTX GPUs) for a smoother experience and NVIDIA Reflex to help reduce latency.


With AMD, we’ve included the latest version of FidelityFX Super Resolution (FSR): 3.1 – their upscaling technology is designed to run on virtually any hardware. Oh, and if that wasn’t good enough: we’ve also included FSR’s Frame Generation technology as well.

The sass in that last line lol
 
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DLSS Enabler
Use: Allows DLSS 2/3 Upscaling and Frame Generation to be wrapped to FSR 3.1 equivalents in DX12 games.

Unique element: As of this post. The beta versions can wrap nVidia Reflex to AMD Anti-Lag 2. Allowing for lower latency when wrapping DLSS-FG to FSR-FG
 
The full right up with split slider comparison screen shots


Oooo that is incredibly close, looks like FSR 3.1 is looking pretty fine here. With only some minor issues here and there.
 

FSR 3.1.2 minor update (as part of the AMD FidelityFX SDK 1.1.2 release):

  • New AMDFidelityFX_FSR3FrameInterpolation GDK sample, bringing native FSR 3.1.2 support to Microsoft®’s Xbox and desktop ecosystem.
  • FSR 3.1.2 includes several fixes for issues discovered with FSR 3.1.1 and adds additional developer-requested feature support:
    • Fix dilated depth formats in glsl shaders.
    • Addition of velocity factor to help eliminate bright pixel flickering in motion.
    • Color clamp now uses ellipsoid instead of AABB to help with ghosting streaks.
    • Added support for a frame distortion texture.

You can swap the FSR 3.1 DLL in any FSR 3.1 title to use the newer version provided in SDK. Inside the "FidelityFX-SDK-v1.1.2.zip" the updated files should be in \ffx-api\bin

For DX12
amd_fidelityfx_dx12.dll

For Vulkan
amd_fidelityfx_vk.dll

Just replace the existing .dll of the same name in a given games directory.
 
Seems to say itll be the first game to get FSR 4 tho Navi3 should be able to run it at least besides Navi4. Navi 1 and 2 and other gpus we'll see, but knowing AMD if they can make it work they will.
 
Seems to say itll be the first game to get FSR 4 tho Navi3 should be able to run it at least besides Navi4. Navi 1 and 2 and other gpus we'll see, but knowing AMD if they can make it work they will.

It might work on RDNA 2. Mike Burrows on X/Twitter replied to a person asking if it would "[...]function/be accelerated on any hardware?" They replied "Possible on both, though with WMMA will be faster on 3+". That to me, suggests there is a non-wmma fallback at the very least.

 
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