Last week, AMD promised a brand new expertise that ought to allow you to blow up your video games to greater resolutions or enhance their framerates with out requiring the flowery machine studying {hardware} of Nvidia’s GPUs like Nvidia’s lauded DLSS. Now at GDC 2022, it’s revealing how the brand new FidelityFX Super Resolution 2.0 really works — and that it’s coming to Microsoft’s Xbox recreation consoles too.

While AMD says it may’t really say when Xbox recreation builders would possibly make the most 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’s additionally giving the neighborhood a listing of each AMD and Nvidia GPUs the place you may count on FSR 2.0 to run — should you’ve bought an Nvidia GeForce RTX 1070 or greater, the corporate suggests, you would possibly have the ability to make the most of FSR 2.0 at the least on a 1080p monitor, the identical method you with an AMD Radeon RX 590, RX 6500 XT or greater.

What we’ve been questioning since day one is: what’s the catch? How can AMD practically double the framerate of a demanding recreation like Deathloop, at a 4K-equivalent decision with the type of picture high quality it confirmed us final week, all with out devoted machine studying cores like Nvidia’s DLSS?

The reply is difficult, however a brief model is that it can’t until you could have a comparatively highly effective graphics card to start with.


While the FSR 2.0 algorithm is remarkably quick — below 1.5ms in all of AMD’s examples — it nonetheless takes time to run, and it takes extra time on lower-end GPUs the place AMD freely admits that a few of its optimizations don’t work fairly as effectively.


In that below 1.5ms interval, FSR 2.0 does all kinds of issues, although — AMD says it replaces a full temporal anti-aliasing go (eliminating a bunch of your recreation’s jagged edges) by calculating movement vectors; reprojecting frames to cancel out jitter; creating “disocclusion mask” that examine one body to the following to see what did and didn’t transfer so it may cancel out ghosting results; locking skinny options in place just like the barely-visible edges of staircases and skinny wires; conserving colours from drifting; and sharpening the entire picture, amongst different strategies.


Unlike FSR 1.0, this requires some work on the a part of the sport developer, so it’s not one thing you’re going to see each recreation developer make the most of — however AMD confirms that each Deathloop and Forspoken (a tech showcase that’s also going to use Microsoft’s DirectStorage) will make the most of it.

AMD says video games that already help Nvidia’s DLSS must be simple to arrange, although, with just some days of labor to combine, and that video games working on Unreal Engine 4 and Unreal Engine 5 can have a plugin to make it work. Games that already use temporal anti-aliasing even have a growth benefit. But if a developer hasn’t constructed their recreation with a few of these issues in thoughts, AMD says it might take 4 or extra weeks of labor.

We’re nonetheless ready to check out FSR 2.0 for ourselves to see the way it really appears in movement, however ought to builders take benefit, the standard appears to be much better than FSR 1.0.


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