AMD continue pushing ahead with improvements to their upscaling tech FidelityFX Super Resolution with version 2.1 already available now.
This is no small update either, with it containing some pretty significant changes. Exciting, as FSR 2.0 made playing Dying Light 2 on Steam Deck a very nice experience. Given how big the difference was there in visual quality while giving good performance, I'm very keen to see what happens with FSR 2.1 and future updates.
Some of the changes made include:
Change | Impact |
Motion vector divergence used to diminish locked pixels |
This should alleviate ghosting issues on geometry with motion vectors not matching underlying pixel colors. |
Disocclusion logic is now able to detect disocclusions in areas with only small depth separation between objects. |
This should alleviate ghosting issues and improve upscaling quality on some disocclusion cases. |
Improved upscaled output quality by turning some half-precision computations to full precision. |
This should improve overall color range and temporal stability of the upscaled image produced. |
Reactive Mask updates:
|
This should alleviate ghosting issues on transparent geometry such as particles. |
Composition and Transparency Mask updates:
|
This should alleviate ghosting issues on geometry with motion vectors not matching underlying pixel colors. |
Even with the changes, AMD claim upgrading for developers should be simple as the API has not changed.
In their announcement AMD showed off an example game with it hooked up in Farming Simulator 22:
Direct Link
The source code is already up to date with FSR 2.1.
Last edited by ridge on 8 September 2022 at 2:15 pm UTC
I didn't find any differences in the video...
I can never see any difference in these things... time I booked an appointment with the optician
p.s. must be why I'm more than happy with an RX 6600!
Last edited by fabertawe on 8 September 2022 at 2:57 pm UTC
Deep Rock Galactic recently got FSR 2.0 support and that doesn't seem to work at all, FSR 1.0 looks better while FSR 2.0 looks like linear scale, not sure what's up with that
Hopefully someone tells the developer!
Is there any way to get FSR for native Linux games or with Steam stable proton (not proton-GE)?Valves Proton does not support forcing global FSR, you'll still need a custom Proton build like GE. For games which do not support FSR natively, use Gamescope.
Thanks!Is there any way to get FSR for native Linux games or with Steam stable proton (not proton-GE)?Valves Proton does not support forcing global FSR, you'll still need a custom Proton build like GE. For games which do not support FSR natively, use Gamescope.
Has Valves said anything about supporting global FSR?
I didn't find any differences in the video...There is a pretty big difference at 0.20s, look at the red lines
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