AMD took the lid off its FidelityFX Super Resolution 2.0 at GDC and detailed how it works, the integration and expected results. Where was the “content” with FSR 1.0upscaler For images and after a smoothing pass, FSR 2.0 interferes further upward line pipe Combines the rendering and data of multiple images hence the name “temporary upgrade“. The result is quite insane if we are to believe the images and video of Deathloop, the first game to officially support FSR 2.0.
Like FSR 1.0, there are several modes available for those who prefer a sharper image or more frames per second. But even in Display mode, in which rendering is done at a quarter of the native resolution, the difference with the original isn’t as pronounced when it comes to sharpness. Square Enix’s Forspoken release will also support FSR 2.0.
FSR 2.0 will be available to other developers in Q2 2022 but integration will not be as smooth as FSR 1.0. If you are using Unreal Engine, there will be a plugin available. Otherwise you will have to use the SDK and depending on the design of your engine, integration may take several days or several weeks.
The FSR 2.0 is also a lot more greedy than its predecessor. Since it doesn’t rely on dedicated hardware like Nvidia’s DLSS with Tensor Cores, GPU time consuming. And the math is simple: the GPU time saved by rendering the game at a lower resolution must be greater than the GPU time lost by implementing FSR 2.0. AMD therefore recommends a GeForce GTX 1070/Radeon RX 590 to at least take advantage of the FSR, even though nothing will stop using it on less powerful/older gear.
Note that FSR 2.0 will also be coming to Xbox.
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