Monday, May 11th 2020

AMD Adds Four New Graphics Technologies to Its FidelityFX Software Stack via GPUOpen

AMD today via its newly released GPUOpen website has announced that it is adding four new graphics technologies to its FidelityFX software stack. Before you ask, no; there is no included Ray Tracing graphics libraries among these four new technologies. However, considering the use-case for these is to give developers an almost plug-in flexibility on various graphics technologies they would otherwise have to find other ways to integrate in their rendering pass, added layers to GPUOpen are always a welcome sight. And rest assured that "classic" shading techniques will still be widely used even in the advent of top to bottom raytracing capabilities on graphics hardware - which likely won't happen in the next GPU hardware generation anyway.

Added technologies to the previously-released Contrast Adaptive Sharpening are libraries for SSSR (Stochastic Screen Space Reflections) for better reflections without the usage of raytracing; CACAO (Combined Adaptive Compute Ambient Occlusion) for added depth to shadows and object quality; LPM (Luminance Preserving Mapper) for eased application of an HDR rendering pipeline with correct values, preventing overblown details; and SPD (Single Pass Downsampler) which will allow developers to seamlessly downsample required assets (think something along the lines of Variable Rate Shading) to achieve FPS targets. The GPUOpen is an effort from AMD to create an open graphics library that will allow developers to easily integrate AMD-optimized technologies to their graphics workflow.
AMD
Today, we are excited to introduce you to the new additions to the FidelityFX family. As many of you will know already, FidelityFX was announced last year with the first of our open source effects, Contrast Adaptive Sharpening (CAS). Since then we've been absolutely delighted to see the community embrace CAS and FidelityFX.

That's why we are now expanding our FidelityFX family with four new members: Stochastic Screen Space Reflections (SSSR), Combined Adaptive Compute Ambient Occlusion (CACAO), Luminance Preserving Mapper (LPM), and Single Pass Downsampler (SPD).

FidelityFX SSSR - Stochastic Screen Space Reflections
That would be us! The first of our four new FidelityFX effects is Stochastic Screen Space Reflections (SSSR). This is our implementation of the ever popular Screen Space Reflections technique. This effect can create realistic looking reflections, purely based on information already present in the rendered image.

FidelityFX CACAO - Combined Adaptive Compute Ambient Occlusion
FidelityFX CACAO stands for Combined Adaptive Compute Ambient Occlusion and is based on Intel's Adaptive Screen Space Ambient Occlusion, however our team has been busy tinkering and optimizing it. First of all, we moved the entire thing over to compute, allowing you the freedom to run it on either a compute or graphics queue. We've also done some major surgery on the data-transformations the effect undertakes. Finally, we also included an upsampler option to allow you to get high quality ambient occlusion within a budget that suits your game.

FidelityFX LPM - Luminance Preserving Mapper
Ensure all that effort you put into lighting and shading your scenes is nicely carried through to the screen. FidelityFX LPM (Luminance Preserving Mapper) provides fast and easy-to-integrate HDR and wide gamut tone and gamut mapping for your game.

FidelityFX SPD - Single Pass Downsampler
Almost every game will need to downsample something at some point. Perhaps you're moving a buffer to a lower resolution for performance reasons, or maybe you're generating a MIPmap chain. The standard way of doing this is simple, but potentially introduces lots of bubbles into the graphics pipeline. Pop those bubbles by using FidelityFX SPD, our Single Pass Downsampler that can generate up to 12 MIPmap levels in a single compute shader pass.
Source: AMD GPUOpen
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15 Comments on AMD Adds Four New Graphics Technologies to Its FidelityFX Software Stack via GPUOpen

#1
Steevo
Vertex matrix info I bet.
Posted on Reply
#2
ZoneDymo
This is cool and all, but I wish they implemented it as Nvidia where its not a case of games supporting it or not.
Like Dead By Daylight right now forces extremely crappy FXAA on its users which blurs everything beyond believe.
I tried AMD sharpening but it just does not take, it does nothing ingame.

BUT, if I add reshade and add this CAS from AMD to that it can work with it just fine soooo yeah, what gives?
Posted on Reply
#3
Decryptor009
Seriously can we just go back to image quality? this is not it...
Posted on Reply
#4
phanbuey
Forced ambient occlusion always looks the worst to me... It's like looking at an overly shaded drawing where the artist hasn't yet learned how light and shadows work, and just shades everything in every direction to give things 'depth'.
Posted on Reply
#5
Mistral
If that Fidelity Downsampler can make the latest Metro game look like Wolfenstein 3D, I'm sold...
Posted on Reply
#6
ARF
Decryptor009Seriously can we just go back to image quality? this is not it...
It's really difficult when there are things like:
- full texture compression;
- colour compression;
- variable rate shading with God knows what post-processing;
- DLSS...

AMD tries with Radeon Image Sharpening and Fidelity FX but...

the result is something like those:










www.nvidia.com/en-us/contact/
Posted on Reply
#7
Imsochobo
ZoneDymoThis is cool and all, but I wish they implemented it as Nvidia where its not a case of games supporting it or not.
Like Dead By Daylight right now forces extremely crappy FXAA on its users which blurs everything beyond believe.
I tried AMD sharpening but it just does not take, it does nothing ingame.

BUT, if I add reshade and add this CAS from AMD to that it can work with it just fine soooo yeah, what gives?
Implemented it as nvidia ?
How, what ?
Like DLSS and RTX which requires game support ?
Also Dead By Daylight, what can AMD do about a dev not knowing how to implement AA ?

This is not AMD Driver summit, it's Open source Graphics not specific to AMD, this is AMD's contributions to open source\Gpuopen.
For driver they have Image sharpening, you can adjust it, you can see it in game that it sharpens based on the % you input.

fidelityfx tech exists in games without much of advertisement to AMD cause it's open source.
Posted on Reply
#8
Assimilator
AMD Adds Four New Graphics Technologies to be Added to Its FidelityFX Software Stack via GPUOpen
This quantum headline confuses me.
Posted on Reply
#9
Totally
AssimilatorThis quantum headline confuses me.
An editor definitely could have given it a once over.

fixes

AMD Adds Four New Graphics Technologies to FidelityFX Software Stack via GPUOpen
Four New Graphics Technologies to be Added to AMD's FidelityFX Software Stack via GPUOpen
Four New Graphics Technologies to be Added to FidelityFX Software Stack via GPUOpen by AMD

Last one is because I don't like (')s in titles.
Posted on Reply
#10
ZoneDymo
ImsochoboImplemented it as nvidia ?
How, what ?
Like DLSS and RTX which requires game support ?
Also Dead By Daylight, what can AMD do about a dev not knowing how to implement AA ?

This is not AMD Driver summit, it's Open source Graphics not specific to AMD, this is AMD's contributions to open source\Gpuopen.
For driver they have Image sharpening, you can adjust it, you can see it in game that it sharpens based on the % you input.

fidelityfx tech exists in games without much of advertisement to AMD cause it's open source.
No, how Nvidia's Freestyle works "on an API level" or something.
Like a game does not need to support the sharpening filter it can apply for it to be applied, heck idk if a game could even block it if they wanted to.
But AMD's sharpening filter does not work with (for example) dbd, you can turn it on for that game in the radeon software but it does not do anything in the game.
Like turning on MSAA or so for GTA4 in Catalyst/Nvidia Control Panel back in the day did nothing either.

Nvidia's sharpening does affect Dead by Daylight however and if I add Reshade to Dead by Daylight and use my imported AMD sharpening shader in there it works as well.
That is what I mean, AMD's filters not working on everything just by default where Nvidia's do.
Posted on Reply
#11
Fluffmeister
Is Radeon Image Sharpening still Navi only? I get to play with Freestyle and all the goodies on my Maxwell card for example.
Posted on Reply
#12
ARF
FluffmeisterIs Radeon Image Sharpening still Navi only? I get to play with Freestyle and all the goodies on my Maxwell card for example.
I doubt Radeon Image Sharpening had ever been Navi only. Polaris and Vega cards support it, for older than these, I can't recall.
Posted on Reply
#13
Fluffmeister
ARFI doubt Radeon Image Sharpening had ever been Navi only. Polaris and Vega cards support it, for older than these, I can't recall.
Maybe your right, just recall that was one of the big headline features for the 5x00 series cards, seems kinda sad at the time either way.
Posted on Reply
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