Thursday, July 15th 2021
AMD FidelityFX FSR Source Code Released & Updates Posted, Uses Lanczos under the Hood
AMD today in a blog post announced several updates to the FidelityFX Super Resolution (FSR) technology, its performance enhancement rivaling NVIDIA DLSS, which lets gamers dial up performance with minimal loss to image quality. To begin with, the company released the source code of the technology to the public under its GPUOpen initiative, under the MIT license. This makes it tremendously easy (and affordable) for game developers to implement the tech. Inspecting the source, we find that FSR relies heavily on a multi-pass Lanczos algorithm for image upscaling. Next up, we learn that close to two dozen games are already in the process of receiving FSR support. Lastly, it's announced that Unity and Unreal Engine support FSR.
AMD broadly detailed how FSR works in its June 2021 announcement of the technology. FSR sits within the render pipeline of a game, where an almost ready lower-resolution frame that's been rendered, tone-mapped, and anti-aliased, is processed by FSR in a two-pass process implemented as a shader, before the high-resolution output is passed on to post-processing effects that introduce noise (such as film-grain). HUD and other in-game text (such as subtitles), are natively rendered at the target (higher) resolution and applied post render. The FSR component makes two passes—upscaling, and sharpening. We learn from the source code that the upscaler is based on the Lanczos algorithm, which was invented in 1979. Media PC enthusiasts will know Lanczos from MadVR, which has offered various movie upscaling algorithms in the past. AMD's implementation of Lanczos-2 is different than the original—it skips the expensive sin(), rcp() and sqrt() instructions and implements them in a faster way. AMD also added additional logic to avoid the ringing effects that are often observed on images processed with Lanczos.With the source code now fully available, nothing stops developers from adding FSR into their games. Unlike NVIDIA's DLSS solution, FSR requires almost no engine tweaks, you just add the shader pass into your rendering pipeline. In a separate PDF document AMD went into more detail on how to integrate FSR, what inputs are required, and how to present the new rendering options to the end-user.
We took a closer look at the source code AMD is providing, and it's really the full source. There are no external dependencies or DLLs. You are free to modify and adapt as you see fit. This makes FSR an interesting tech for modders, who should be able to more easily integrate the tech into existing games, through hooks. Also there's nothing that would prevent this from running Linux. AMD's sample code includes Windows samples only at this time, but integrating FSR with other operating systems, even cell phones is trivial at this point. AMD has also released a demo for FSR, which lets you dig into all the settings options and compare them in a way that's better suited to investigation, than a hectic game. We've uploaded it to our downloads section.
AMD also announced that even more games will receive FSR support, with announcements lined up for tomorrow. Among these titles are Edge of Eternity, Resident Evil 8: Village, and Hired Gun. The company also announced implementation of FSR with two leading game engines, Unreal Engine 4 and Unity.
AMD is working with game studios with implement FSR with Asterigos, Baldur's Gate 3, Far Cry 6, Farming Simulator 22, Forspoken, Myst, Swordsman Remake, and Vampire the Masquerade: Bloodhunt.
If you haven't yet, check our our in-depth review of AMD's FSR upscaling technology (posted in July).
Sources:
FSR Source Code, AMD FSR Developer Page, FSR 1.0 Docs
AMD broadly detailed how FSR works in its June 2021 announcement of the technology. FSR sits within the render pipeline of a game, where an almost ready lower-resolution frame that's been rendered, tone-mapped, and anti-aliased, is processed by FSR in a two-pass process implemented as a shader, before the high-resolution output is passed on to post-processing effects that introduce noise (such as film-grain). HUD and other in-game text (such as subtitles), are natively rendered at the target (higher) resolution and applied post render. The FSR component makes two passes—upscaling, and sharpening. We learn from the source code that the upscaler is based on the Lanczos algorithm, which was invented in 1979. Media PC enthusiasts will know Lanczos from MadVR, which has offered various movie upscaling algorithms in the past. AMD's implementation of Lanczos-2 is different than the original—it skips the expensive sin(), rcp() and sqrt() instructions and implements them in a faster way. AMD also added additional logic to avoid the ringing effects that are often observed on images processed with Lanczos.With the source code now fully available, nothing stops developers from adding FSR into their games. Unlike NVIDIA's DLSS solution, FSR requires almost no engine tweaks, you just add the shader pass into your rendering pipeline. In a separate PDF document AMD went into more detail on how to integrate FSR, what inputs are required, and how to present the new rendering options to the end-user.
We took a closer look at the source code AMD is providing, and it's really the full source. There are no external dependencies or DLLs. You are free to modify and adapt as you see fit. This makes FSR an interesting tech for modders, who should be able to more easily integrate the tech into existing games, through hooks. Also there's nothing that would prevent this from running Linux. AMD's sample code includes Windows samples only at this time, but integrating FSR with other operating systems, even cell phones is trivial at this point. AMD has also released a demo for FSR, which lets you dig into all the settings options and compare them in a way that's better suited to investigation, than a hectic game. We've uploaded it to our downloads section.
AMD also announced that even more games will receive FSR support, with announcements lined up for tomorrow. Among these titles are Edge of Eternity, Resident Evil 8: Village, and Hired Gun. The company also announced implementation of FSR with two leading game engines, Unreal Engine 4 and Unity.
AMD is working with game studios with implement FSR with Asterigos, Baldur's Gate 3, Far Cry 6, Farming Simulator 22, Forspoken, Myst, Swordsman Remake, and Vampire the Masquerade: Bloodhunt.
If you haven't yet, check our our in-depth review of AMD's FSR upscaling technology (posted in July).
92 Comments on AMD FidelityFX FSR Source Code Released & Updates Posted, Uses Lanczos under the Hood
In one comparison, the forum member was demonstrating Control, with DLSS in the left image, and a CAS sharpened image on the right side. Of course, one camp of responders is so adamant that the DLSS image is better, while as I flick between the two, the DLSS image suddenly looks as though I can no longer focus - my vision has gone kapput! It's a bizarre experience, making the CAS image appear much more natural to me - on the whole.
Slightly Blurry = Good (better anti aliasing)
Overly Sharp = Bad
Too blurry = Bad
So I concur that often discussions just go absolutely nowhere, because neither side is willing to concede, and neither is really wrong in the sense that you are allowed to prefer whichever image you like.
One big problem with debating, specifically on the internet, is that people state their opinions and ‘personal truths’ as if they are facts - ‘things that are known or proven to be true’ - when they more often are not facts in that sense, it's just the truth as they see it.
I think I am quite certain superxbr 75/100 is the best for a ringing source(like a lanczos passed media) given that I've read a japanese blog on the subject. Text is the best litmus test in this regard.
Since we are in the same domain with MadVR, I think it is fair to say we could either run a prepass filter until the lanczos, or run a consecutive pass to denoise the image. It could take a couple of trajectories. We could filter intensities with bilateral before the sharpening noisy lanczos filter, or we could compare before and after images with superxbr and 'superxbr' it.
Such a good gesture of IHV's to take note of the MPCHC community. I'm very much enjoying it.
This is why manually replacing the DLSS 2.2 dll into DLSS 2.0 games often improve image quality, the neural network is continuously improving itself.
Sounds much more advanced than some guy trying out sharpen filters that have existed since the 80s doesn't it :roll: .
No worry though it will happen with FSR where people will have to update new version themselves.