Tuesday, July 20th 2021

Arcadegeddon Receives AMD FidelityFX Super Resolution Support on PlayStation 5

The first console game to receive AMD FidelityFX Super Resolution (FSR) support appears to be the cooperative shooter Arcadegeddon on the PlayStation 5. AMD FSR support is currently limited to a handful of PC titles but we expect the list to grow quickly given the integration of the technology into Unity, Unreal Engine, and the Xbox Game Development Kit. Sony hasn't publically confirmed that AMD FSR has been integrated into the PlayStation SDK however after this recent announcement the addition seems likely. The integration of AMD Super Resolution technology into these development tools will enable much faster integration of the feature into new and existing titles.
Source: Arcadegeddon
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13 Comments on Arcadegeddon Receives AMD FidelityFX Super Resolution Support on PlayStation 5

#1
Space Lynx
Astronaut
After watching the trailer... this game might be some fun if I had some friends.

Sadly, that is a big IF. Screw online, co-op or go home eh mates?
Posted on Reply
#2
Crackong
FSR on consoles finally.

Maybe we will see FSR on mobiles too when that samsung chip with RDNA2 GPU comes out
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#3
CyberG
CrackongFSR on consoles finally.

Maybe we will see FSR on mobiles too when that samsung chip with RDNA2 GPU comes out
Why only in SAMSUNG RDNA2? that is not DLSS, FSR work in any modern GPU, probably work in raspberry pi
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#4
ShurikN
This actually makes a lot of sense on consoles.
FSR works best on 4k and all new consoles are pushing hard for 4k so it's a perfect combo. Not to mention the vast majority of owners will use their consoles ona a 4k TV.
Plus on a 50" screen from 2+ meters away you won't be able tell if there's any drop in quality.
Although from what I've seen on FSR in 4k, there won't be.
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#5
Crackong
CyberGWhy only in SAMSUNG RDNA2? that is not DLSS, FSR work in any modern GPU, probably work in raspberry pi
Well,
AMD did not claim support on Adreno GPUs yet.
It would be sensible to think if FSR is coming to mobile, it would be first on RDNA2 equipped devices.....
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#6
R0H1T
Well technically FSR could run fine on Mali, Adreno or even PowerVR but these GPU makers (IP holders) will need to implement it from their end.
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#7
Vya Domus
CrackongWell,
AMD did not claim support on Adreno GPUs yet.
It would be sensible to think if FSR is coming to mobile, it would be first on RDNA2 equipped devices.....
AMD doesn't have to claim support on Adreno GPUs, that's not how it works. All the shaders are out in the open, everyone can implement them.
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#8
InVasMani
Vya DomusAMD doesn't have to claim support on Adreno GPUs, that's not how it works. All the shaders are out in the open, everyone can implement them.
Exactly I mean it works on my GTX980 Maxwell card and AMD only officially supports Pascal on the Nvidia side. This could probably work on a old retro 3DFX SLI card. Chances are I could run the RiftBreaker demo on my Intel HD 530 integrated GPU I haven't tried it, but might just for spirit of testing it and just pure proof of concept. The more people do test limitations the more we learn what's possible with it in turn.
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#9
ZoneDymo
Kinda sad this is even an announcement, with it being open, free and so easy to implement, I was expecting quite a list by this time of games adopting it....I mean why the F not?
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#10
Unregistered
FSR is perfect for consoles, developers can set a lower resolution than 4k and let FSR upscale the image to 4k, given that consoles gamers usually play far from the screen the little loss of quality is imperceptible. Developers could spend the rest of performance budget on more stable framerates, better effects or more polygons.
#11
windwhirl
ZoneDymoKinda sad this is even an announcement, with it being open, free and so easy to implement, I was expecting quite a list by this time of games adopting it....I mean why the F not?
Because someone out there still has to put the work in. And besides, FSR was open-sourced... last week, 15th of July. Give developers some time to work and also to test it.
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#12
InVasMani
windwhirlBecause someone out there still has to put the work in. And besides, FSR was open-sourced... last week, 15th of July. Give developers some time to work and also to test it.
Not to mention just the incentive to implement it. If it's a older title with very few new ongoing sales the incentive to implement it is quite low I would imagine. That's true for both FSR and DLSS in situations like that mclassic makes the most practical sense it's fairly generic not perfect, but works pretty regardless to upscale and improve older lower resolution frame rendering on newer higher resolution displays with no effort.

I honestly can see AMD integrating FSR in more in line with how mclassic works and just let a user pick different configurations in the GPU software with options to switch it to different FSR settings and possibly a few different configurations strength setups in regard to contrast sharpening or even blur based on the spatial FSR as well. Just give it more time and it'll be a basic generic control panel option there is no reason it can't eventually. For now developers can play with it and AMD can use that to figure out ideal configurations and ways to refine it further.
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#13
Imsochobo
CrackongWell,
AMD did not claim support on Adreno GPUs yet.
It would be sensible to think if FSR is coming to mobile, it would be first on RDNA2 equipped devices.....
it should work there too, they need not amd's support to do it.
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