AMD is dropping FSR 2.0 source code and trying DLSS and XeSS


AMD has released the source code of FSR 2.0 GPUOpenavailable for anyone to download and use – part of its commitment to making FSR fully open source. The download includes all the necessary APIs and libraries for integrating the upscaling algorithm into DirectX 12 and Vulkan-based titles, as well as a quick-start checklist. According to AMD, DirectX 11 support needs to be discussed with AMD representatives, suggesting that DirectX 11 is either not officially supported or more difficult to implement.

Implementation of FSR 2.0 will apparently take developers anywhere from three days to four weeks (or more), depending on the features supported in the game engine. FSR 2.0 uses temporal upscaling, which requires additional data inputs from motion vectors, depth buffers, and color buffers to produce a quality image. Games need to add these structures to their engine if they are not already available.

(Image credit: AMD)

Games that already support 2.0 versions of DLSS is the easiest to integrate according to AMD and usually requires less than three days of development time. Next up are UE4 and UE5 titles with the new FSR 2.0 plugin. Games that support decoupled display and rendering resolutions sit in the middle of AMD’s “development timeline,” which includes most games that support Temporary Anti-Aliasing (TAA). Finally, without the required inputs from FSR 2.0, games take four weeks or more.

FSR 2.0 integration into the rendering pipeline

(Image credit: AMD – GPUOpen)

Game developers need to implement FSR 2.0 right in the middle of the frame rendering pipeline as it completely replaces temporal anti-aliasing duties. This requires that any post-processing effects that require anti-aliasing be dealt with later in the pipeline, after the FSR 2.0 upscaling takes effect.

At the beginning of the pipeline, you have rendered and upscaled effects, as well as post-processing effects that don’t require anti-aliasing. Right in the middle is the FSR 2.0 upscaling, after which post-upscale and anti-aliasing post-processing effects are dealt with. Finally, the HUD rendering takes place after everything else is done.

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