• sadreality@kbin.social
      link
      fedilink
      arrow-up
      10
      arrow-down
      6
      ·
      11 months ago

      my understanding is that it is purely a software implementation which is limiting v dlss.

      • fartsparkles@sh.itjust.works
        link
        fedilink
        arrow-up
        41
        arrow-down
        1
        ·
        11 months ago

        Both DLSS and FSR are software leveraging the GPU to do the heavy lifting.

        FSR is using HLSL shaders to do its thing whilst DLSS is using nvidia’s tensor cores to run an ML model.

        Both solutions are great in different ways but I wouldn’t call FSR limited. If anything, Nvidias is the more limiting given it only works on specific hardware, is proprietary, and requires a lot more from developers to implement it vs FSR which is hardware agnostic and MIT licensed.

  • AutoTL;DR@lemmings.worldB
    link
    fedilink
    English
    arrow-up
    13
    ·
    11 months ago

    This is the best summary I could come up with:


    As promised, AMD FidelityFX Super Resolution 3 is now open source under the MIT license and available for all developers to look into and add into their games.

    AMD FidelityFX™ Super Resolution 3 (FSR 3) technology uses a combination of super resolution temporal upscaling technology and frame generation to deliver a massive increase in framerates in supported games.

    AMD FSR 3 technology extends upon FSR 2’s upscaling by adding Frame Generation – the ability to generate entirely new game frames and present those to the user to improve FPS.

    Some nice improvements arrived with FSR3 v3.0.3 including quality improvements and extends support for Variable Refresh Rate (VRR) monitors within the frame pacing logic.

    More games are confirmed to be getting FSR3 too with Avatar: Frontiers of Pandora recently released with it.

    Other games that will get support for it include Eve Online, Farming Simulator 22, Squad, Warhammer Darktide, Space Marine II, Starfield, Starship Troopers Extermination, Cyberpunk 2077, Crimson Desert, Black Myth: Wukong, The Alters, Like a Dragon: Infinite Wealth and Pax Dei.


    The original article contains 243 words, the summary contains 172 words. Saved 29%. I’m a bot and I’m open source!

  • merthyr1831@lemmy.world
    link
    fedilink
    arrow-up
    9
    ·
    11 months ago

    Looking forward to this coming to Godot. Personally unlikely to ever need it but there are some impressive projects going on in godot right now that could use it!

  • Lettuce eat lettuceM
    link
    fedilink
    arrow-up
    4
    ·
    11 months ago

    Here we go, baby! Progress and innovation, open standards, I’m super excited for this!

    • tetris11
      link
      fedilink
      arrow-up
      1
      arrow-down
      1
      ·
      11 months ago

      God can you imagine taking an old Zelda game and running it an emulator, and then passing it into an upscaler/interpolator like this, and then giving it guides like “make it more halloweeny, with blood and gore”.

      Or if you’re a new dev and you make a shitty little game with 8-bit graphics and basic effects, and ask the same?

      This really will be a new era of gaming.

      • Gabu
        link
        fedilink
        arrow-up
        3
        ·
        11 months ago

        That’s not what FX FSR is about, though.

        • tetris11
          link
          fedilink
          arrow-up
          1
          ·
          edit-2
          11 months ago

          oh I know, it would be the last upscaling stage of that graphics pipeline, but I’ve seen a two minute papers demo of a realtime graphics swap layer and I think this will be available at the consumer level at some point