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
58 Comments on Now, Enable FSR 3 in FSR 2 Games with New Leaked Mod
Not that Activision was ever a legal holding company anyway, news says it is bankrupt.
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.