Sunday, July 4th 2021

Grand Theft Auto 5 Modded To Support AMD FidelityFX Super Resolution

AMD released FidelityFX Super Resolution (FSR) on June 22nd with support for just 7 games with support for a further 12 games coming soon. The FidelityFX Super Resolution technology is now available in Grand Theft Auto 5 via a mod created by NarutoUA. The mod replaces the game's internal upscaler which means that FSR profiles can be selected by changing the Frame Scaling Mode found in Advanced Graphics Settings. AMD has promised to make the FSR technology open-source however this is yet to have happened so the modder used a precompiled shader binary from a game with native FSR support. You can find a comparison video showing the mod down below. The source code for the mod has been uploaded to GitHub where it can be reviewed and manually compiled.
Demonstration Video

Source: GitHub
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22 Comments on Grand Theft Auto 5 Modded To Support AMD FidelityFX Super Resolution

#1
Camm
You know if some dev without the source code can get it running, you know this shit is pretty simple to implement.

Prepare to be FSR-assimilated.
Posted on Reply
#2
m9eyNqp9
I didn't pay much attention to FSR before because I assumed its implementation relied on game devs, but modders implementing it in already existing games might actually benefit the gaming community in a major way, especially now that the GPUs are sparce, and many people could use lower system requirements in their favourite games.
Posted on Reply
#5
silentbogo
Either I had not enough coffee this morning, or I'm getting very old and my eyes are getting bad but I don't see jack shit of a difference(on a 4K monitor at max quality).
Are you guys sure he actually added FidelityFX to the game? Or maybe he thought of doing it and forgot after Friday beers?
Posted on Reply
#6
Chomiq
silentbogoEither I had not enough coffee this morning, or I'm getting very old and my eyes are getting bad but I don't see jack shit of a difference(on a 4K monitor at max quality).
Are you guys sure he actually added FidelityFX to the game? Or maybe he thought of doing it and forgot after Friday beers?
There's like 0 difference in FPS too. "Look mommy, I loaded DLL into GTA 5!"
Posted on Reply
#7
ratirt
I'm having a hard time noticing any difference in performance between FSR on and off. Does it even work or is it just a toggle in the options that changes nothing? It would seem it changes nothing.
Posted on Reply
#8
bencrutz
ChomiqThere's like 0 difference in FPS too. "Look mommy, I loaded DLL into GTA 5!"
which is good, meaning no performance hit compared to internal scaler :confused:
Posted on Reply
#9
Chomiq
bencrutzwhich is good, meaning no performance hit compared to internal scaler :confused:
Or it simply doesn't work.
Posted on Reply
#11
R00kie
ChomiqOr it simply doesn't work.
It does work, the video shows the difference between the original scaler and the one with FSR enabled, the FSR is slightly sharper, but it only works well on x0.8 and x0.7, otherwise the picture starts falling apart and you get a lot of shimmering on the edges.
Posted on Reply
#12
bencrutz
ChomiqOr it simply doesn't work.
have you even looked at the video?
Posted on Reply
#13
InVasMani
ratirtI'm having a hard time noticing any difference in performance between FSR on and off. Does it even work or is it just a toggle in the options that changes nothing? It would seem it changes nothing.
You can tell at x0.25 video speed at 1440p, but not easy to discern probably due to YouTube video compression. It probably it would look better with more proper implementation as well presumably.
Posted on Reply
#14
Vya Domus
m9eyNqp9I didn't pay much attention to FSR before because I assumed its implementation relied on game devs
It relies on developers in the sense that they have to add it in, in fact I don't even think the shaders are open source yet so even if they'd have to tailor in something specifically that wouldn't be possible.
silentbogoEither I had not enough coffee this morning, or I'm getting very old and my eyes are getting bad but I don't see jack shit of a difference(on a 4K monitor at max quality).
Are you guys sure he actually added FidelityFX to the game? Or maybe he thought of doing it and forgot after Friday beers?
It's definitely there, I can see the difference clearly on a 1m 4K TV, I guess it might not be that noticeable on anything else.

But I suppose that's the goal, to not see the difference.
Posted on Reply
#15
bencrutz
InVasManiYou can tell at x0.25 video speed at 1440p, but not easy to discern probably due to YouTube video compression. It probably it would look better with more proper implementation as well presumably.
there are some screenshots comparison in the github ;)
Posted on Reply
#16
ZoneDymo
you can definitely see a difference in the distance, it gets a nice bit of sharper wiht FSR on
Posted on Reply
#17
Chomiq
bencrutzhave you even looked at the video?
It looks slightly sharper, nothing amazing.
Posted on Reply
#18
medi01
UskompufAMD has promised to make the FSR technology open-source however this is yet to have happened so the modder used a precompiled shader binary
Which has exactly zero impact on the result.
CammYou know if some dev without the source code can get it running, you know this shit is pretty simple to implement.
Man, no, why do you guys think that way???
One doesn't need source code for the library, to use the library.
Like, at all.
No "hacking" involved.
Vya DomusBut I suppose that's the goal, to not see the difference.
In this case it's the opposite, as it is FSR vs bilinear.
Posted on Reply
#19
GLeader
ChomiqOr it simply doesn't work.
exactly
Posted on Reply
#20
bencrutz
ChomiqIt looks slightly sharper, nothing amazing.
i guess you are right then, it doesn't work, no difference at all whatsoever, right?
Posted on Reply
#21
Punkenjoy
ChomiqIt looks slightly sharper, nothing amazing.
Indeed,

the goal of FSR in it's first iteration is just to make upscaling look less horrible. Not to reconstruct image to Native. It mostly just do a edge detection pass, then ensure these edge appear "better" at higher resolution then it apply a sharpen filter over it to remove some of the blur caused by the upscaling.

The key change vs resolution scaling + CAS is the edge detection method. This can cause some artefact at the edge of some object when 2 edge intersect.

And there, it can be show that it have a negligible impact on performance vs bilinear while increasing the visual quality.


I would certainly prefer some better technology of image reconstruction like checkerboarding and TAA U when all the issue like ghosting and stuff would be resolved and it would be easy to implement. (maybe that will come with future FSR 2.0+).

I am just not a fan at all of DLSS and i just can't never cheer for that technology. not because it's not good, but because it a proprietary closed technology that only work with 1 vendor. This is what we shouldn't have on PC and this need to die, not to thrive.

edit

Screenshot comparison vs built in upscaler
screenshotcomparison.com/comparison/15394/

screenshot comparison vs native
screenshotcomparison.com/comparison/15428/
Posted on Reply
#22
FierceRed
Meh.

I'll wait until Digital Foundry does it and posts their lossless videos on their patreon. Complete with an articulate German man explaining things in a singsong voice that directly increases coffee consumption of listeners.

Should put the "dOeS iT eVEn wORk?" discussion to rest.
Posted on Reply
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