Monday, March 25th 2024
Microsoft DirectSR Runtime Based on AMD FSR 2.2
Microsoft revealed that its DirectSR (Direct Super Resolution) API, which seeks to standardize super resolution-based performance enhancement technologies in games, has a hardware-independent default code path that is essentially based on AMD FSR 2.2, a Microsoft Dev Manager speaking at GDC has revealed. DirectSR provides a common set of APIs for game developers to integrate super resolution—so that developers don't have to separately implement DLSS, FSR and XeSS. Rather these upscalers, and others, can register themselves with the DirectSR API, and then get fed a dozen of input parameters that they may (or may not) use to improve the upscaling quality. Since AMD has open-sourced the code of FSR 2.2 on GPUOpen, and it is entirely shader-based, and doesn't use exotic technologies such as AI, Microsoft decided to use FSR 2.2 as the base algorithm for DirectSR. If other algorithms like DLSS are available on the user system, these can be activated by the user, too, of course, but supporting them requires no extra work from the developer side.Update 18:15 UTC: Updated the news post to make it clear that the FSR 2.2 code path is merely a default, and other upscalers are free to hook into DirectSR to provide upscaling.
Source:
4Gamer.net
12 Comments on Microsoft DirectSR Runtime Based on AMD FSR 2.2
It makes sense I guess, because FSR is relatively mature and open, but also as the lowest-common-denominator it's also the lowest quality of the three options.
Once this interface is established, you can plug in whichever up scaling tech into it, to magically work with the games. That is it.
Quite similar to how DLL swaps work today to bring one tech in lieu of another into a game that doesn’t support both.
I expected better from TPU.
I figure FSR will be on its way to being an AI trained algo before long, and a good way to cross market the MI300 etc...
The thing about DLSS is that its feature gating etc is entirely a management decision by NV. No reason you couldn't run DLSS on shaders. It might run slower than using tensor cores, but its more of a tail wagging the dog situation here where NV needed to find a reason to use the tensor cores than the cores really being required to run DLSS.
in short its ass
the only reason DLSS2 was a smash hit was because the imagine quality is so good
fsr2 is not nor it will it ever be its a glorified lancoze resize
Ai training features are a must for this kind if upscaling to look good