Thursday, February 29th 2024
Microsoft DirectSR Super Resolution API Brings Together DLSS, FSR and XeSS
Microsoft has just announced that their new DirectSR Super Resolution API for DirectX will provide a unified interface for developers to implement super resolution in their games. This means that game studios no longer have to choose between DLSS, FSR, XeSS, or spend additional resources to implement, bug-test and support multiple upscalers. For gamers this is huge news, too, because they will be able to run upscaling in all DirectSR games—no matter the hardware they own. While AMD FSR and Intel XeSS run on all GPUs from all vendors, NVIDIA DLSS is exclusive to Team Green's hardware. With their post, Microsoft also confirms that DirectSR will not replace FSR/DLSS/XeSS with a new upscaler by Microsoft, rather that it builds on existing technologies that are already available, unifying access to them.
While we have to wait until March 21 for more details to be revealed at GDC 2024, Microsoft's Joshua Tucker stated in a blog post: "We're thrilled to announce DirectSR, our new API designed in partnership with GPU hardware vendors to enable seamless integration of Super Resolution (SR) into the next generation of games. Super Resolution is a cutting-edge technique that increases the resolution and visual quality in games. DirectSR is the missing link developers have been waiting for when approaching SR integration, providing a smoother, more efficient experience that scales across hardware. This API enables multi-vendor SR through a common set of inputs and outputs, allowing a single code path to activate a variety of solutions including NVIDIA DLSS Super Resolution, AMD FidelityFX Super Resolution, and Intel XeSS. DirectSR will be available soon in the Agility SDK as a public preview, which will enable developers to test it out and provide feedback. Don't miss our DirectX State of the Union at GDC to catch a sneak peek at how DirectSR can be used with your games!"
Source:
Microsoft Dev Blogs
While we have to wait until March 21 for more details to be revealed at GDC 2024, Microsoft's Joshua Tucker stated in a blog post: "We're thrilled to announce DirectSR, our new API designed in partnership with GPU hardware vendors to enable seamless integration of Super Resolution (SR) into the next generation of games. Super Resolution is a cutting-edge technique that increases the resolution and visual quality in games. DirectSR is the missing link developers have been waiting for when approaching SR integration, providing a smoother, more efficient experience that scales across hardware. This API enables multi-vendor SR through a common set of inputs and outputs, allowing a single code path to activate a variety of solutions including NVIDIA DLSS Super Resolution, AMD FidelityFX Super Resolution, and Intel XeSS. DirectSR will be available soon in the Agility SDK as a public preview, which will enable developers to test it out and provide feedback. Don't miss our DirectX State of the Union at GDC to catch a sneak peek at how DirectSR can be used with your games!"
26 Comments on Microsoft DirectSR Super Resolution API Brings Together DLSS, FSR and XeSS
If it also serves as a universal extension that calls DLSS, FSR or XeSS, and the devs only need then to call DirectSR, it may make things better as well.
It was always DXR, which was also always hardware agnostic (everyone still has to write their own back end to it), if you go back to the very first RT game, Battlefield 5, in the video settings it's even called explicitly "DXR" not "RTX".
Yeah, thanks for clarification. So would it be safe to say that RTX is just a backend for DXR that’s NV specific? Blender peeps I talk about often mention it as an OptiX accelerated RT solution for NV and compare it to ProRender Vulkan.
I will add with ray tracing implementations are still somewhat scewed towards Nvidia at times, and there may have existed a propriatary api at the earliest stages but it is not relevant.
In general I would agree there are only dxr and vulkan rt that are relevant.
It's however been confirmed that AMD is working with Microsoft for DirectSR. So we might actually see a feature parity in games, rather than the perpetual : "need to wait for x.x patch to get that specific vendor solution". It feels like we stray further away from the "one API to rule them all" dream each day, with trillion dollars companies giving their solutions a lot of momentum.
At least on windows, all users benefit no matter which graphic card brand they own. No more dlss supported but fsr not, or the other way around.
Hopefully this puts a rocket up AMD to keep improving FSR, perhaps leveraging hardware in never revisions, because just working broadly isn't going to be enough, never was imo but more so with this announcement.
This announcement is sure to dissapoint some that we're expecting one upscaler to rule them all, and those wishing the expeditious demise of DLSS.
For now I have no issues with this DirectSR approach that allows all major upscalers to be included every time, and keep the competition alive, pushing them all to strive to be better and better, we will all reap the rewards of that competition and innovation. I am however not okay with settling for a demonstrably inferior solution based purely on wider compatibility when these easy layers exist to give everyone what they want. Now if someone, anyone, can come up with a solution that works on everything and also is undisputedly the best, power to them, I will applaud that and be totally happy with it being the single solution to rule them all.
Downside, Linux is going to have yet another bit of Microsoft tech to work past and this has no benefit for other console platforms.
Well done. Get it done. Upscale should not be a USP, but a Universal selling point :) Big bonus points here for the PC platform in the end.
BTW, don't think too technical about this 'feature'. Its a marketing feature. Now you can't reasonably avoid making a DX12 game without having this label attached to your game as well. This is a push on all creators that's a lot harder to deny than 'we implement FSR, or DLSS'. Because for end users, they will soon go 'DirectSR or you suck, why don't you have this, its part of the api'.
Nvidia made a lot of fuss about how DLSS needed AI and it turns out that was blatant lies. The closest Nvidia got to using AI with DLSS was training their driver profiles using some machine learning, but DLSS itself, running on Geforce cards is AFAIK completely AI-free in every possible interpretation of the phrase.
XeSS, DLSS, and FSR all do look different to each other. Will that still be the case under DirectSR?
We're risking going from 3 to 4 competing standards but imo the best thing DirectSR could do would be to really kill the other 3 with standard instructions that would be supported by any gpu (the original promise of FSR). It would end the anti competitive fuckery of nvidia/amd/intel bribing studios for premium support of their own solution.
It would be a problem for linux, but that will always be the case when talking about directx features
Anyhow DirectSR looks to benefit PC Gamers, I'm all for it. Its interested how all 3 companies use different methods for a similar result(s).
The best options is Open Source, that's where Intel's XeSS and AMD's FSR stand out above DLSS that requires specific Nvidia hardware to work.