During GDC, AMD announced the latest big upgrade to come for AMD FidelityFX Super Resolution with version 3.1 planned to launch in Q2 2024.
The main improvements include:
- Upscaling image quality improvements:
- Improved temporal stability at rest and in movement – less flickering and/or shimmering and “Fizziness” around objects in motion.
- Ghosting reduction and better preservation of detail.
- Decoupling FSR 3 upscaling from frame generation:
- Allows FSR 3.1 frame generation technology to work with other upscaling solutions.
- New AMD FidelityFX API:
- Makes it easier for developers to debug and allows forward compatibility with updated versions of FSR.
- Vulkan and Xbox Game Development Kit (GDK) support.
The first game announced to be getting AMD FSR 3.1 is Ratchet & Clank: Rift Apart. AMD included some example gifs on the improvement in the quality expected from AMD FSR 3.1 like a reduction in ghosting which you can see first in AMD FSR 2.2 below and then AMD FSR 3.1:
AMD said that was Ratchet & Clank: Rift Apart running at 1080p using AMD FSR 2.2/3.1 in Performance mode. They also once again reminded people that a 60FPS minimum is needed before Frame Generation will give the best experience in image quality and input latency.
Various other games have been announced to be getting AMD FSR 3 on top of Ratchet & Clank: Rift Apart including Cyberpunk 2077, Dragon's Dogma 2, Dying Light 2 Stay Human, Frostpunk 2, Ghost of Tsushima Director’s Cut, NARAKA: BLADEPOINT, and Warhammer 40,000: Space Marine 2.
More in the full announcement.
Quoting: CalinouIf a cheap desktop PC for office/multimedia use cases is your goal, I'd probably point towards prebuilt mini PCs nowadays, which are more cost-efficient than building one yourself (on top of being much smaller). These have laptop CPUs (like the 7840U or 7940HS), which are slower than high-end desktop CPUs but they benefit from the same fast IGPs as you find in these laptops.Aye, so I've seen. My goal is specifically to learn to build something in this day and age, though - it's something I haven't meddled with since the late 1990s, and a lot has changed since then!
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