Thread: AMD FSR Source Code Now Available - Added to RE Village and 3 New Titles

IrishWhiskey

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AMD's Fidelity FX Super Resolution source code is now available for all to see, download, add to or modify.

In addition to this FSR has been added to 4 new titles:

Resident Evil 8: Village
Edge of Eternity
Necromunda: Hired Gun
Arcadegeddon


The biggest of those titles is clearly RE8, nice to see it finally added. For anyone who already owns the game you should now be able to activate it from your settings and test out FSR yourself. For those wanting higher framerates with RT enabled at higher resolutions this should really help.

An interesting addition is Edge of Eternity which now should support both DLSS and FSR so people can finally do their head to head comparisons and 400% zooms and whatnot. Expect to see many of these comparisons soon across the tech reviewer sphere/DF etc...

And finally, FSR support has been added to Unity in the upcoming 2021.2b version set to release soon.

All in all this seems to be very fast adoption so far, hopefully they can continue the trend and build some momentum. Getting Unity support is a big deal as it should allow indie developers to make use of FSR much easier. It seems that the ease of setup/implementation here is definitely helping FSR gain support/adoption.

 
Ah I should clarify something about the dates of the games. It seems I made a mistake in that only Necromunda and Arcadegeddon received support on the 16th of July. RE8 is due to get support next week and Edge of Eternity before the end of the month.

Interestingly in the meantime Marvel's Avengers has also received FSR support. In addition it looks like AMD now has an FSR patch available for Unreal Engine too, which is great news for rapid adoption.
 
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With the Steam Deck having a AMD card, is it going to be able to take advantage of FSR?
 
My understanding is that FSR is hardware agnostic and can be implemented anywhere. There may be a driver update to fully support it or something, but it should be implemented on the Steam Deck.
If the day comes when FSR is better than it currently is, that could be a nice boost for a handheld to take advantage of.
 
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With the Steam Deck having a AMD card, is it going to be able to take advantage of FSR?
Best use case I could see for upsampling tech for the Steam Pal, given it's low screen resolution would be to actually upscale from native to double resolution for example using FSR and then downsample to the screen res. Would only take a mild performance hit and would give a much better quality picture with better AA etc..

Alternatively if you were using it in docked mode on a higher res monitor then you could use FSR as you normally would on desktop. Although I don't think the hardware is capable of beyond 1440p probably? I could be wrong though as we haven't seen any performance metrics from it just yet.
 
If the day comes when FSR is better than it currently is, that could be a nice boost for a handheld to take advantage of.
It's a nice boost for a handheld as is. On a small handheld screen it'll be virtually impossible to see the weaknesses of this technique. With the FPS increase of FSR and the relatively low power of any handheld device, FSR will help games move from a jittery mess to perfectly smooth.
 
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It's a nice boost for a handheld as is. On a small handheld screen it'll be virtually impossible to see the weaknesses of this technique. With the FPS increase of FSR and the relatively low power of any handheld device, FSR will help games move from a jittery mess to perfectly smooth.
So like how low could it potentially run? Are we talking about a possibility of running some weird low resolution like 480p -> 720p looking almost as good as native 720p? How low can it realistically get and still translate upwards to 720p?

Because the list of games the Deck could run at decent settings goes way the fuck up if it's realistic for some odd shit like whatever 16:9 resolution correlates to 480p (853x480?).
 
I'm interested to see if FSR improves with future iterations the way DLSS has. Maybe it can never technically be as good? I don't pretend to know. But I do feel like there is a lot of jumping the gun with these comparisons between a very heavily updated DLSS versus a brand new, barely used yet by devs FSR.
 
I'm interested to see if FSR improves with future iterations the way DLSS has. Maybe it can never technically be as good? I don't pretend to know. But I do feel like there is a lot of jumping the gun with these comparisons between a very heavily updated DLSS versus a brand new, barely used yet by devs FSR.
On paper it shouldn't be as good, due to DLSS using dedicated hardware, while FSR is software based.

However, the fact FSR is software based means more developers can make use of it, and will feed back ways of getting the most of it to each other and AMD, which will likely see it more widely used and getting more resources put into it.

This means we may well end up with a situation that DLSS falls behind due to lack of support and thus a lack of familiarity with how to properly get the best out of it, even though it should always have the potential to be the better of the two.
 
I'm interested to see if FSR improves with future iterations the way DLSS has. Maybe it can never technically be as good? I don't pretend to know. But I do feel like there is a lot of jumping the gun with these comparisons between a very heavily updated DLSS versus a brand new, barely used yet by devs FSR.
Well they are only at 1.0 version right now so I would assume they will continue to improve it. Current rumours suggest there may be a big improvements/new version possibly even by the end of the year, people report that AMD has been pushing developers to display "1.0" specifically in their games which would indicate they have something cooking that would differentiate versions majorly.

Of course that could all be nonsense but generally speaking expect it to continue to improve over time, especially considering it is open source it means other developers/engineers can add to it as well as AMD's in house engineers.
 
I'm interested to see if FSR improves with future iterations the way DLSS has. Maybe it can never technically be as good? I don't pretend to know. But I do feel like there is a lot of jumping the gun with these comparisons between a very heavily updated DLSS versus a brand new, barely used yet by devs FSR.
It won't be as good on paper, but it is hardware agnostic meaning it can be more easily used by more developers in more situations. Add in the open source nature and they'll have more people tinkering with the code. FSR's ability to be used on PS5 and XSS/X means that its guaranteed to be used in places where DLSS simply can't even be considered right now.

Its almost certain that FSR is going to have more support going forward regardless of quality. Developers can't rely on the user having a compatible nVidia GPU when much of their market (consoles) doesn't even have the option in the first place. On top of that, the console market has a much greater need to squeeze every FPS out of its hardware than PC.
 
Can anyone share some impressions from RE8 and FSR?
Oddly enough I haven't really seen anyone in the tech sphere/Twitter showcase it with FSR yet or show a comparison. I would have imagined given how big the title is that we would have seen it by now.

Unfortuantely I don't own the game so can't share any impressions myself right now. Hopefully someone on D-PAD who owns it on PC gets a chance today/tomorrow to give us some impressions?