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Graphics AMD Open Source Hardware

Open Source AMD FidelityFX Super Resolution Impresses In PC Game Tests (hothardware.com) 35

MojoKid writes: AMD's FidelityFX Super Resolution (FSR) PC graphics up-scaling technology is ready for prime-time and the company has allowed members of the press to showcase performance and visuals of the tech in action with a number of game engines. AMD FidelityFX Super Resolution is vendor-agnostic and doesn't require specialized hardware to function like NVIDIA DLSS, which relies on Tensor cores on-board NVIDIA Turing or Ampere GPUs to accelerate neural network models that have been specifically trained on game engines. In contrast, AMD FSR utilizes more traditional spatial upscaling to create a super resolution image from a single input frame, not multiple frames. AMD FSR then employs a library of open-source algorithms that work on sharpening both image edge and texture detail. In game testing at HotHardware, frame rates can jump dramatically with little to no perceptible reduction in image quality, and the technology even works on many NVIDIA GPUs as well. There are currently 19 titles that are available or planned with support for AMD FSR, but with the open nature of the technology and cross-GPU compatibility, game developers theoretically should have significant incentive for adoption to breath new performance into their game titles.
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Open Source AMD FidelityFX Super Resolution Impresses In PC Game Tests

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  • It's a shader. (Score:4, Informative)

    by Gravis Zero ( 934156 ) on Tuesday June 22, 2021 @08:16PM (#61511712)

    AMD says FSR is easy to integrate, as the company intends to make the shader source code available as part of the GPUOpen project under the permissive MIT open-source software license. The company expects source to be published sometime in mid-July. While AMD points out that FSR doesn't use temporal data or specialized hardware, there's no per-game training required

    So it's a sophisticated shader and thus should work for any game that employs it's use. Quake II is gonna be lit. ;)

    • by AmiMoJo ( 196126 )

      It has been speculated that it could be retrofitted to games by modders, even if they don't have the original source code.

      Essentially it needs two things. First it has to be inserted into the render pipeline at the right point, after the main scene is finished but before the HUD is generated because the HUD is rendered at full resolution for clarity.

      Second it needs to be tuned to the specific game, something that is likely to be quite easy. So it's really just the insertion that might be tricky.

  • by Anonymous Coward

    I don't understand the point of rendering at low resolution and using upscalers. If there is a time budget wouldn't it be better to intelligently work out what is important when rendering to meet targets instead of this crap?

    • Re: Upscalers suck (Score:4, Informative)

      by derFunkenstein ( 6693538 ) on Tuesday June 22, 2021 @08:55PM (#61511806)
      From a performance standpoint no, I donâ(TM)t think so. According to GPUOpenâ(TM)s blog post today the performance hit is 0.5 milliseconds at 1440p or 1 millisecond at 4K. Compare that to the extra milliseconds required to render a higher resolution and suddenly you get less lag.
    • What is important? The pixels showing the ennemy, the mosaic on the wall I like to discover, the shadow that change with the folliage of trees and perhaps the ennemy comming in my back? Even if I take the example of the shadow that in the beginning was not important and for that badly renderend to save some time budget and because an ennemy is comming in my back the sahdow became very important for the clue that there is something/someone in my back, the change in the quality of the shadow would kill any su

    • by SirSlud ( 67381 )

      What's not to understand? You get a bunch of budget back from rendering a at a lower resolution and present an image that is 98% as good as rendering at a higher resolution. That's budget you just don't have on a reference spec at that higher resolution.

      Think of it in reverse. Say you target 55fps: you can't get anywhere near rendering at resolution A on a certain hw spec, but you can render at B, so you render B - a very small number and use that small number to upscale to A. Even if you used that time to

  • Oh yeah! Woo-hoo! (Score:4, Insightful)

    by DontBeAMoran ( 4843879 ) on Tuesday June 22, 2021 @09:37PM (#61511854)

    I can't wait to play Leisure Suit Larry 3 in super high resolution!

  • Is it you could upscale and old game with this

    • Agreed.

      The fact that neither vendor will let you take control of your own framebuffer, not letting you use your own post-process shaders for _everything_... its rather disappointing.

      Sure you can (sometimes) use things like ReShade, but thats only for specific DirectX/OpenGL applications... ReShade doesnt work with Windows Media Player even though it too uses DirectX, yeah? The operating system is also growing more and more hostile to reshade, blocking some shader injections.

      The point of course is that
      • Many game vendors will consider custom post-process shaders CHEAT. A shader can highlight enemies and resources and traps etc in MMO game sessions. So if your "take control" means those shaders shall be able to bypass the game program (or applicable by users without explicit cooperation of the game program), it will never happen. No way will a GPU maker waste time to write a driver that game programs will ban.
        • by Anonymous Coward

          So instead of people cheating in games, we'll have people cheating in games?

    • Is it you could upscale and old game with this

      This could make Pong SO AWESOME.

  • Just hoping for the best :)

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