In mid-May, AMD first integrated the temporary FidelityFX Super Resolution 2.0 into Deathloop (test) and promised that the source code would be made public soon. That’s with one Announcement on GPUOpen happens that developers can click on GitHub to download the source code for free. In addition to the C++ and HLSL source code, AMD also has very detailed documentation made available, which should be useful for the implementation of FSR 2.0. It also contains interesting information for people who are not developing, such as e.g. memory usage
FSR 2.0, therefore, requires at least 58.38 MB of video card memory, but this only applies to the qualitatively simple variant FSR 2.0 Ultra Performance in Full HD. The performance mode then requires 67.81 MB in the same resolution, quality of 77.46 MB. In WQHD, the consumption in Quality mode increases to 136.41 MB, in Ultra HD it is 293.53 MB. The documentation also mentions many other interesting features of FSR 2.0, but which require specialist knowledge – it is aimed at developers for a reason.
FSR 2.0.1, the exact version number of the first public source code, currently works under DirectX 12 and Vulkan. If you want to integrate upsampling into DirectX 11, you will need to contact AMD directly – the published version does not support DX11. In addition, plug-ins for Unreal Engine 4.26/4.27 and Unreal Engine 5 will be available soon. In addition, there will be FSR 2.0 for Xbox consoles under the Xbox Game Development Kit (Xbox GDK).
Currently, there is FSR 2.0 in Deathloop (test), God of War (test), and the Landwirtschafts-Simulator 22 (test) – ComputerBase looked at the upsampling in all three games and with (if available) the pure game scaling, FSR 1.0 and Nvidia DLSS compared. Other games with the feature have already been announced, today three have been added: According to AMD, Tiny Tina’s Wonderland (test), The Bridge Curse, and Thymesia should also get FSR 2.0. But there’s no time for that.
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