The FSR Thread (Announcements & Discussion)

It's kinda broken though. There are all kinda of visual artifacts that are just... weird? Reflections & highlights doing odd ball things, the image darkens the lower the base res it upscales from etc etc etc. It's promising... but it needs to be patched.

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https://www.youtube.com/watch?v=ks3tpDJhp8k
 
I love how nit-picky we have to be with these comparisons. Means we're in a good place.
 
I thought based on that video is FSR 2.0 did a good job over-all compared to native but would of been nice to see 4k. Also would like to see more content on temporal stability instead of zoomed in 400 percent detail ad nauseum.

FWIW: I was fooling around with DeathLoop with FSR 2.0 and works well overall in conjunction with DLDSR.
 
I love how nit-picky we have to be with these comparisons. Means we're in a good place.

:lol: yeah that is worth noting as well. It honestly looks pretty great and I would probably end up using it. Same goes for DLSS, generally speaking you should just use it unless it's doing something that bothers you.
 
New games added to the short list

Dealthloop [ADDED]
God of War [ADDED]
Farming Simulator 22 [ADDED]
God of War
Asterigos
Delysium
EVE Online
Forspoken
Grounded
Microsoft Flight Simulator
NiShuiHan
Perfect World Remake
Swordsman Remake
Unknown 9: Awakening
Abyss World [NEW]
Hitman 3 [NEW]
Rescue Party: Live! [NEW]
Super People [NEW]
The Callisto Protocol [NEW]
 
I don't see the option for FSR in FS2020 yet. Can't wait, it'll be of huge benefit in that title. Hopefully it works in VR.
 
Digital Foundry did an in-depth on God of War. Seems imperfect, not better than DLSS, but better than the built in scaler. Some of these issue highlighted... you may not even notice when playing. Others however... pretty noticeable. Upside is most look like they come down to issues with how FSR 2.0's TAA implementation is handling elements(like that water blurring issue). So they are resolvable... question will come down to if games ever patch if they get resolved.

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https://www.youtube.com/watch?v=ZNJT6i8zpHQ
 
Isn't god of war also a special case since FSR 2.0 isn't really supposed to be dx11 compatible?

Curious, interesting catch there. AMD doesn't mention DX11 anywhere for FSR 2.0 with a quick googling. Odd :sherlock:. Must have been easy to adapt given its one of the earliest games to patch in the tech.
 
It's also worth noting, that allot of the issues Alex highlights in this video are common TAA issues we have seen in the past. Which also means they should all be resolvable. Requires tweaking and refinement of how the TAA is being used. So I hope we see some fairly rapid improvement. Especially once the source is released as people can dig in and change elements themselves.
 
The fear I have with open source at times is the potential company allow others to potentially try to improve the tech instead of spending their resources to innovate and improve upon the tech. Just because something is open doesn't translate into better.

Ideally would like to see improved iterations as time passes and to be open.
 
Gearbox is so good at botching things that they even managed to screw up a game that they didn't even develop(halo master chief collection).
 

Awesome interview with Digital Foundry over on EuroGamer.

https://www.eurogamer.net/digitalfo...-amd-fsr-2-upscaling-tech-into-cyberpunk-2077

EuroGamer.net - DF - Meet the modder who hacked AMD's new upscaling tech into Cyberpunk 2077 said:
How did you develop the mod?

PotatoOfDoom: I initially started the mod a few weeks ago in anticipation of the FSR 2.0 open source release. The first steps were to get the game talk to my custom .dll and tell the game that it supports DLSS and report the available DLSS resolutions to the game by implementing the required interfaces. Then I wrote a small shader that just displays a blank red image. My goal was to use this as a base to verify that the DirectX parts of my code were working correctly. Then I just waited for the open source release. After AMD released the source code, I immediately replaced my test code with FSR 2.0. I expected to work on it for several days, but was pleasantly surprised that it only took me a few hours to integrate. I used debuggers like x64dbg and reverse engineering software like IDA and Ghidra to find the specifics of the DLSS behavior in the game code. Also, for debugging the buffers, RenderDoc was incredibly helpful.
 
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