Last week AMD promised a new technology that will let you blast your games to higher resolutions or boost their framerates without needing the fancy machine learning hardware of Nvidia’s GPUs like Nvidia’s acclaimed DLSS. Now at GDC 2022, it’s revealing how the new FidelityFX Super Resolution 2.0 really works — and that it’s coming to Microsoft’s Xbox game consoles, too.
While AMD says it can’t really say when Xbox game developers will be able to take advantage of FSR 2.0, it says it “will also be fully supported on Xbox and will be available in the Xbox GDK for registered developers to use in their games. ”
And it also gives the community a list of both AMD and Nvidia GPUs you can expect to run FSR 2.0 – if you have an Nvidia GeForce RTX 1070 or higher, the company suggests, you may be able to take advantage of FSR 2.0 at least on a 1080p monitor, the same way you would with an AMD Radeon RX 590, RX 6500 XT or higher.
What we’ve been asking since day one is: what’s the catch? How can AMD almost double the framerate of a demanding game like? dead end, with a 4K equivalent resolution with the kind of image quality it showed us last week, all without dedicated machine learning cores like Nvidia’s DLSS?
The answer is complicated, but a short version is that it can not unless you have a relatively powerful graphics card to begin with.
While the FSR 2.0 algorithm is remarkably fast – under 1.5ms in all AMD examples – it still takes time to run, and it takes more time on lower-end GPUs where AMD freely admits that some of its optimizations aren’t quite as good. work well as well.
In that less than 1.5ms period, however, FSR 2.0 does a lot of things – AMD says it replaces a full temporary anti-aliasing pass (which removes a lot of jagged edges from your game) by calculating motion vectors; reprojecting frames to eliminate jitter; creating a “disocclusion mask” that compares one frame to another to see what moved and what didn’t, so it can eliminate ghosting effects; holding thin elements in place, such as the barely visible edges of stairs and thin wires; prevent colors from drifting; and sharpening the whole image, among other techniques.
Unlike FSR 1.0, this requires some work on the part of the game developer, so it’s not something you’ll see every game developer benefit from – but AMD confirms that both death loop and pronounced (a technical showcase that will also use Microsoft’s DirectStorage) will benefit from this.
AMD says games that already support Nvidia’s DLSS should be easy to install, with only a few days of work to integrate, and games running on Unreal Engine 4 and Unreal Engine 5 will have a plugin to do it. let work. Games that already use temporary anti-aliasing also have a development advantage. But if a developer didn’t build their game with some of these things in mind, AMD says it could take four or more weeks of work.
We’re still waiting to try FSR 2.0 ourselves to see what it looks like in real life, but if developers take advantage of it, the quality seems much better than FSR 1.0.