Wednesday, March 20th 2024
AMD Announces FSR 3.1, Improves Super Resolution Quality, Allows Frame Generation to Work with Other Upscaling Tech
AMD at GDC 2024 announced the FidelityFX Super Resolution 3.1 (FSR 3.1). While the original FSR 3.0 feature-set largely carries forward the super resolution upscaler from FSR 2.2, adding frame generation on top; the new FSR 3.1 adds several image quality improvements to the upscaler itself, improving image quality at every performance preset. Specifically, it improves the temporal stability of the output at rest and in movement, to reduce flickering and shimmering, or "fizziness" around objects in motion. The new upscaler also reduces ghosting, and better preserves detail.
Next up, is a rather important change in the way the frame generation technology works. AMD has decoupled FSR 3.1 frame generation from the upscaling tech, which allows frame generation to work with other upscaling solutions, such as DLSS or XeSS. The possibilities of such a decoupling are endless—have an RTX 30-series "Ampere" GPU that lacks DLSS 3 frame generation support? No worries, use DLSS 2 for the upscaling, and FSR 3.1 for the frame generation. AMD is also clumping its FidelityFX family of technologies into a new FidelityFX API that makes it easier for developers to debug, and paves the way for forward-compatibility with future versions of FSR. Lastly, FSR 3.1 supports Vulkan API, and the Microsoft Xbox GDK. AMD plans to release FSR 3.1 to developers through its GPUOpen platform in Q2-2024, and its first implementations on games are expected later this year. In the meantime, AMD implemented FSR 3.1 on "Ratchet & Clank: Rift Apart," to showcase the new upscaler.
Source:
AMD
Next up, is a rather important change in the way the frame generation technology works. AMD has decoupled FSR 3.1 frame generation from the upscaling tech, which allows frame generation to work with other upscaling solutions, such as DLSS or XeSS. The possibilities of such a decoupling are endless—have an RTX 30-series "Ampere" GPU that lacks DLSS 3 frame generation support? No worries, use DLSS 2 for the upscaling, and FSR 3.1 for the frame generation. AMD is also clumping its FidelityFX family of technologies into a new FidelityFX API that makes it easier for developers to debug, and paves the way for forward-compatibility with future versions of FSR. Lastly, FSR 3.1 supports Vulkan API, and the Microsoft Xbox GDK. AMD plans to release FSR 3.1 to developers through its GPUOpen platform in Q2-2024, and its first implementations on games are expected later this year. In the meantime, AMD implemented FSR 3.1 on "Ratchet & Clank: Rift Apart," to showcase the new upscaler.
44 Comments on AMD Announces FSR 3.1, Improves Super Resolution Quality, Allows Frame Generation to Work with Other Upscaling Tech
Even so I have a feeling they will bring their Frame Generation to 20 and 30 RTX series too.... Yes, DLSS is crap in most of the games except Starfield for some reason. Not sure why, but even with low quality DLSS settings and with a little sharpening, the image is almost as native for x3 times the FPS. Guess it is all in the implementation. Also motion blur is very well done in the same game.
Starfield might have been the worst example of this to date - even the highest presets included a pretty bad FSR implementation to cover up the pathetic performance of Bethesda's 20-year-old, woefully obsolete Creation Engine pushed so far beyond its capabilities that even a 4090 struggles to make it look okay.
I got Starfield free with a 7800XT purchase so it ran well enough to play but I simply couldn't believe how bad the game looked and run. There are DX9 XB360 games that look better.
Though FSR2.2 is still pretty far from being ideal, with so many visual artifacts that negate all the benefits.
To me it's simply the proof is in the pudding, if it's as good or better IQ, that's that and it in effect doesn't matter how we got there. And you make a great case for performance normalised IQ too. I am of course fascinated by all manner of rendering technology, but it's always occurred to me as odd that people will die on the hill of what's going on behind the curtain being somehow totally unacceptable. Granted of course it's a bit of a dogs breakfast for which upscaling solution you use, which sub-version, which game and how well it's implemented, what output resolution and monitor technology you game at and so on. You and I on 4k120 OLED's and using DLSS, are effectively on a best case scenario for the technology. I truly want it to be better, I really do, and I am keen when the 3.1 update drops in R&C Rift Apart to do some back to back testing myself. It is unfortunate that one of the solutions with the broadest compatibility and perhaps broadest appeal has so many flaws (up to v3.0) at the resolutions where it's needed the most.
As for the article, I'm glad AMD is trying to improve. I'm wondering, though, if already released games will get FSR 3.1 support, or if you can just pop some DLLs in, like you can with DLSS.
I myself Prefer the sharpness and non temporal artifacting of SMAA over TAA (For reasons found in a very long text that I put in my profile).
It's a choosing game, it becomes a problem when we can no longer choose (either due to TAA/Upscaling being forced, or poor performance that encourages Upscaling).
(Also yes, I am lumping in TAA with Upscaling, they are all just TAA at the end of the day, they're just better at it)
For counter balance? Running a PowerColor Red Devil 7900 XTX, with basically zero issues now for a little over a year? It's been great :toast: