Monday, December 25th 2023

Now, Enable FSR 3 in FSR 2 Games with New Leaked Mod

AMD FidelityFX Super Resolution (FSR) is easy to integrate with games, which also makes the tech a hot commodity within the modding community. LukeFZ figured out a way to get any game with a working FSR 2 implementation to be modified to support FSR 3, which should bring features such as improved image quality among the quality presets; and frame generation. LukeFZ has been behind several such game mods, some free and some paid, one of his community members leaked a bundle of all his paid mods, including one that modifies any game to take advantage of FSR 3. Called simply the FSR2FSR3 mod by LukeFZ, this mod is tested to work correctly on the following games: The Last of Us Part I, Dead Space (2023), Hogwarts Legacy, MS-Man Remastered, UNCHARTED: Legacy of Thieves, HITMAN World of Assassination, Ratchet & Clank: Rift Apart, Remnant II, Cyberpunk 2077, Alan Wake 2, Dying Light 2, Watch Dogs: Legion, Metro Exodus Enhanced, STAR WARS Jedi: Survivor, Ready Or Not, and Assassin's Creed Mirage. You can find the mod in the source link below.
Source: Wccftech
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58 Comments on Now, Enable FSR 3 in FSR 2 Games with New Leaked Mod

#51
Imouto
brutlernA crucial piece of information missing from the article. It does not work on AMD cards.
You either couldn't make it work or you didn't read the source.
Posted on Reply
#52
ThisStuffSux
Oops, isn't supported in Call of Duty, which will perma ban account via Steam(ing) pile of shit games.

Not that Activision was ever a legal holding company anyway, news says it is bankrupt.
Posted on Reply
#53
InVasMani
Post process injection is just a form of frame insertion or interpolation and really what I wanted to see at low overhead prior to Ada even launching, but neither AMD nor Nvidia is exactly doing in quite the way I envision it being accomplished.

Take a lot of commonly used post process effects like tone map, lighting, shading, and layer them to a certain extent at low overhead and balanced appropriately across however many layers are being baked into fixed logic hardware let's just say 3 for lighting. shading, tone map, and I don't know perhaps AA and/or a blur/sharp technique all commonly used injection techniques or other techniques injected or baked into games.

Where it gets interesting is where you start inserting more layers of particular layers like lighting which lighting is infinite really so more layers balanced nicely will appear more natural and increase immersion across games new and old. Basically asic post process baked into GPU design for commonly used and low overhead post process elements. So much more is possible with post process as a whole with modern GPU technology. I can do a lot with just a GTX980 and it's ancient by today's standards.

Filtering layered lighting is particularly impressive in games. Even FXAA if you reduce the strength and thus overall blur amount to the effect by extension to it over default configuration and layer it can look great and do a nice job of eliminating jaggies plus you can tune in it differnet ways 1 layer, 2 layers, 3 layers, or more and in which which ever ordering is ideal or preferred and where you insert layers can absolutely make a different just like with sound effects signal processing.

To me making baking some of it into hardware at low latency makese sense if it can in the end reduce overhead inserting it via software otherwise at higher overhead. It also elminates certain problems and pitfalls it can be baked in a more controlled or restricted way to prevent certain concerns with post proces that typicall can arise with things like Reshade and people deliberately circumventing intended game design.

Balanced filtered lighting and shading feels more accurate or approximate to real life to me is a absolute overall game changer to scene immersion and doesn't have to be particualrly high overhead even 2 to 3 layer can do a surprisingly alright job at it. Seeing the amount of layers and balancing improve over generations gradually would be great though for new and old games. At the very least I'm waiting on 24 frames of low latency balanced post process lighting/shading to become more standardized and baked into GPU hardware that can closely emulate real life lighting the way we experience in interperit on Earth relative to the Sun. Thats all we're accustomed to perceiving in real life so it makes sense to closely emulate it at low overhead fairly well.

It's easy enough to impliment across a lot of titles overall at low overhead up to certain threshold of layers involved. I'm not sure why it isn't be leveraged to a broader extent and baked into hardware design.
Posted on Reply
#54
renz496
Legacy-ZAI have to say, FG is not bad at all, I have tried it in Cyberpunk 2077, Jedi: Survivor, and The Witcher 3.

There are minimal graphical issues if your baseline FPS is around the 60+ FPS mark and then gets boosted to around 110FPS, FG remains responsive enough not to be annoying. nVidia screwed over their RTX 2000/3000 users badly, not a good look at all.

Thank you, AMD.
majority of gamer does not need anything faster than 60FPS.
Posted on Reply
#55
wolf
Better Than Native
Vayra86You seem to be turning around towards AMDs approach, starting to understand it better.
Well from my perspective I've understood it well for a long time now, but it just doesn't always 'land' for me I guess, personal preferences and all.
Posted on Reply
#56
nico_80)
Wonder if there is a workaround with arc gpu on this.
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