Friday, June 25th 2021
AMD FSR FidelityFX Super Resolution is Coming to Xbox Consoles
Just a few days ago, we have reviewed AMD's FidelityFX Super Resolution technology, which represents an answer to NVIDIA's Deep Learning Super Sampling technology used to upscale images t certain resolutions. As the review predicted, AMD's presence in consoles like PlayStation 5 and Xbox Series X|S must result in the integration of the technology in that field, not only the PC space. And today seems to be the day that Microsoft and AMD join forces to bring AMD's FSR technology to consoles. In the latest Xbox Game Development Kit preview, Microsoft is shipping AMD's FSR tech, giving game developers an easy way to integrate it into the games and thus manipulate resolution to give us the best possible frame rates.
Source:
Jason Ronald (on Twitter)
Jason Ronald (Twitter)Excited to continue our close partnership with @AMD and see what game developers can do with FidelityFX Super Resolution, available to preview in our GDK today for @Windows, @Xbox Series X|S and #XboxOne consoles.
68 Comments on AMD FSR FidelityFX Super Resolution is Coming to Xbox Consoles
I had not noticed the vast artwork , fidelity and effects only available on PC before.
All sarcasm though because it's the same as it's always been.
I don't think it will hurt PC gaming when (barring crypto) we have more powerful hardware available than ever before and more active modding communities than ever.
Good on them, now just to find and be able to afford the hardware.
Today, console games have to take in consideration the graphical power of modern consoles and lower graphics details accordingly to keep fps at a minimum of 30.
FSR will push more console games to higher quality of graphics and with 4K in mind, because thanks to FSR, that will be possible.
So, in the end you will get much better console games thanks to FSR, meaning much better PC games.
You can dream a world where companies will have two totally different teams working on the same game, one team on the console version and one team on the PC version. That's a nice dream that will remain a dream. Because companies usually do not want to spend the extra cash to do so.
So, you see. You have it all wrong in your mind.
Digital Foundry just used UE4 unlocker in GodFall and try out TAA Upsampling vs FSR and guess what, TAA U is better, funny that GodFall somehow block gamers from using TAA U :roll: , no wonder the game is shit.
www.eurogamer.net/articles/digitalfoundry-2021-amd-fidelity-fx-super-resolution-fsr-performance-wins-but-what-about-image-quality
Alex from DF then went ahead a published a bunch of God of Fall Screen Shot where he managed to enable TAA U and it had the same EXACT problem.
That guy didn't really tried to really test the technology. He said few time in their podcast that the technology will suck in his mind, and guess what, all he did is find way to make the technology suck and as soon as he found that there was a results proving his point, he didn't even bother to ensure it was a valid result, he just published it. And not only he made that mistake one time, he made it a second time by publishing Godfall screenshot.
The reason why game like Godfall block you from using TAAU and that is something that both Alex and many people forget. It's how it interfere with effects and how you have to adjust all your effects to ensure they still do what you want. Checkerboarding have the same issue. You need to ensure that all your effects run fine with it and there are maybe some effect that you need to disable to get a good render.
FSR is easy to implement not only because the code is easy to add to a game, but because it do not interfere with any of your effect.
Could also add that he only reviewed the Performance mode because that is where FSR is at his worst and where other technique might have an edge. Against, that is a good demonstration of what a confirmation bias is. What i can find to make my bias true instead of really having an objective view on the technology.
As for Digital Foundry review, @Punkenjoy already explained it.
More info
hardware/comments/o6sx19
I'm not familiar UE4 unlocker, but isn't it a hacking tool? Who knows if it isn't messing things up in the game engine.
Anyways Alex already posted an update to his FSR article as a response, the comparison images in the article are with DoF completely off in Godfall So FSR is at best the same as TAAU, still requires developers integration meanwhile TAAU is natively supported in Unreal Engine and pretty much every game that has TAA can support TAAU (duh)
The only place where FSR make sense are games without any other Upscaler, which might be hard to find in the current game market.
But FSR can work with DoF and TAA U don't. FSR is easy to implement and don't mess with your rendering pipeline. TAA U is more complex to implement and you have to deals with effects that are broken by it like DoF.
There is a reason why many game don't use the Unreal Engine TAA U, it's because it break what they are trying to do and it would require a lot of effort to fix it.
As for Alex, i saw his update, but still he is testing only a single case FSR Performance vs TAA U. He is smart enough to know what he had to do to confirm his BIAS on FSR and this is what he did. Took him 3 time to get a proper render but still. But no Ultra quality or Quality test, No in motion test after the DoF Kings Hunt fiasco etc. When you look at review online, people that liked FSR are people that checked all the settings, in motion, in still, etc. and then made their opinion.
Alex just went to the point of Performance < TAA U and made it a case base on zoomed screenshot. He didn't reused the TAA U in motion of Kings hunt because People have shown that Even Performance there was giving as good if not better result on the skirt than TAA U. (less ghosting artefact)
There are also 4K FSR Quality (1440p) vs 4K TAAU 67% in DF article, TAAU just look sharper. Kitguru also made the comparison between FSR UQ to TAAU 77%, FSR Q vs TAAU 67%, etc...and TAAU look sharper in all those scenario, but TAAU comes with more shimmering.
So yeah, IQ wise FSR is just about equal to TAAU at best. On the other hand, any complexity involving implementing any Upscalers is largely academic, people don't just make games in a few days, I mean a single guy made the game Bright Memory with RTX/DLSS, and there are people complaining that DLSS is hard to implement :laugh:?
Where I agree is games aren't made to push hardware like before, we used to have games life Far Cry, Half-life 2, Crysis that really pushed hardware, now games are technically pathetic, especially with their obsession with particles and lighting, while more important parts like geometry and textures aren't focused on.
Just have a look at the comparison tool below, DF shows a disgusting coffee machine mug with 2 polygons just show us Ray tracing. What's the point of having realistic lighting if the mug doesn't look like a mug to start with.
www.eurogamer.net/articles/digitalfoundry-2019-control-pc-a-vision-for-next-gen-rendering