Support us on Patreon to keep GamingOnLinux alive. This ensures all of our main content remains free for everyone. Just good, fresh content! Alternatively, you can donate through PayPal. You can also buy games using our partner links for GOG and Humble Store.
We do often include affiliate links to earn us some pennies. See more here.

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:

  • Dilation now based on input colors to avoid expanding of reactiveness into non-relevant areas of the upscaled output.
    • The full data range [0.0, 1.0] is now used.

This should alleviate ghosting issues on transparent geometry such as particles.

Composition and Transparency Mask updates:

  • Dilation now based on input colors to avoid expanding of lock diminishing into non-relevant areas of the upscaled output.

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:

YouTube Thumbnail
YouTube videos require cookies, you must accept their cookies to view. View cookie preferences.
Accept Cookies & Show   Direct Link

The source code is already up to date with FSR 2.1.

Article taken from GamingOnLinux.com.
Tags: AMD, Misc, Open Source
31 Likes
About the author -
author picture
I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly checked on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly. You can also follow my personal adventures on Bluesky.
See more from me
The comments on this article are closed.
All posts need to follow our rules. For users logged in: please hit the Report Flag icon on any post that breaks the rules or contains illegal / harmful content. Guest readers can email us for any issues.
13 comments

mphuZ Sep 8, 2022
I didn't find any differences in the video...
ridge Sep 8, 2022
Very interesting, thanks for reporting on this. Looking forward to inevitable comparison shots in more games.


Last edited by ridge on 8 September 2022 at 2:15 pm UTC
dpanter Sep 8, 2022
Difficult to spot eventual improvements behind Youtubes compression, even in 4K video. Looks like possibly reduced ghosting just above the wheel on the carriage (right side), timestamp 0:15. Waiting for a closer look from the big tech tubers.
fabertawe Sep 8, 2022
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
grigi Sep 8, 2022
View PC info
  • Supporter Plus
Look at the lines under the rake
TheRiddick Sep 8, 2022
They should do it for Deathloop which had some major translucency and animation blur (like DLSS1 like issues).
HJ Sep 9, 2022
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
TheRiddick Sep 9, 2022
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!
llorton Sep 9, 2022
Is there any way to get FSR for native Linux games or with Steam stable proton (not proton-GE)?
dpanter Sep 9, 2022
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.
llorton Sep 9, 2022
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!
Has Valves said anything about supporting global FSR?
FauconNoir Sep 9, 2022
I didn't find any differences in the video...
There is a pretty big difference at 0.20s, look at the red lines
dpanter Sep 9, 2022
The video is kinda crap, pulled a screenshot from the comparison tool in the source link.

!link
While you're here, please consider supporting GamingOnLinux on:

Reward Tiers: Patreon. Plain Donations: PayPal.

This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!

You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
The comments on this article are closed.