Last year AMD announced FSR version 2.2 and today AMD has actually released the source code on GitHub for FidelityFX FSR2 v2.2.
This makes it even easier for any developer and game engine to use it, so hopefully we will begin to see more games implement it to help performance. With this being the first proper public release of FSR 2.2 these are the main changes:
- Introduction of debug API checker.
- Changes to improve "High Velocity Ghosting" situations.
- Changes to Luminance computation with pre-exposure application.
- Small motion vectors ignored in previous depth estimation.
- Changes to depth logic to improve disocclusion detection and avoid self-disocclusions.
- Dilated reactive mask logic updated to use temporal motion vector divergence to kill locks.
- New lock luminance resource.
- Accumulation overhauled to use temporal reactivity.
- Changed how intermediate signals are stored and tonemapped.
- Luminance instability logic improved.
- Tonemapping no longer applied during RCAS to retain more dynamic range.
- Fixes for multiple user reported issues on GitHub and elsewhere. Thank you for your feedback!
AMD are announcing another milestone too with 250 games either having FSR or planning to add it in as they showed in a graphic of many game logos. Out of the 250 they said 110 of them will support the latest FSR 2 and they soon expect the number of FSR 2 enabled games to overtake FSR 1.
See their blog post for more.
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3 comments
Great news!
Now all I want to know is FSR2 on Wine/Proton/Gamescope when? 😁
Now all I want to know is FSR2 on Wine/Proton/Gamescope when? 😁
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Quoting: fearnflavioGreat news!
Now all I want to know is FSR2 on Wine/Proton/Gamescope when? 😁
I'd say that it won't happen, as time based algorithm require integration inside the game engine, so as to obtain the movement vectors. It _might_ be possible to infer them from APIs side, but I wouldn't count on it.
It might end up in Godot3D though, and maybe directly in all major engines.
Last edited by 3zekiel on 16 February 2023 at 8:31 pm UTC
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I actually think FSR is a great technology when used sparingly. I have used it with just a very minor drop in resolution and when controlling the sharpening level properly it can improve some old games with weaker textures quite nicely.
Last edited by Lofty on 17 February 2023 at 6:17 pm UTC
Last edited by Lofty on 17 February 2023 at 6:17 pm UTC
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