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AMD Launches FSR 2.0 Plugin for Unreal Engine 4 & 5

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AMD has recently released two new plugins for Unreal Engine 4 and 5 that help developers easily add support for FidelityFX Super Resolution (FSR) 2.0 to their games. The first FSR 2.0 games only started to arrive this month but with over 20 titles already announced to be receiving the technology we expect that this latest development will greatly increase that number. AMD joins NVIDIA in offering Unreal Engine plugins to simplify the implementation of their respective temporal upscaling solutions with AMD claiming that adding FSR 2.0 support only takes days for games that already use motion vectors. AMD has published developer guides on how to install and use the plugins on which can be found below.



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i really hope FSR 2.0+ becomes standard for all Unreal Games, graphics cards are getting more expensive every new release and so much more power hungry.
 
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i really hope FSR 2.0+ becomes standard for all Unreal Games, graphics cards are getting more expensive every new release and so much more power hungry.

I just hope it doesn't become a shortcut to avoid putting in the work into proper design and optimization
 
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i really hope FSR 2.0+ becomes standard for all Unreal Games, graphics cards are getting more expensive every new release and so much more power hungry.
When you install a [new] game when all three come with every game download, the only one that will be installed will be according to your hardware configuration, i.e, DLSS/XeSS not installed with an AMD card.
 
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When you install a [new] game when all three come with every game download, the only one that will be installed will be according to your hardware configuration, i.e, DLSS/XeSS not installed with an AMD card.

I don't think that's the case otherwise you'd need to reinstall your games when switching graphics cards instead of just adjusting the settings
 
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I don't think that's the case otherwise you'd need to reinstall your games when switching graphics cards instead of just adjusting the settings
You may be right, some games I played before I went from RX 280X to a 1080 had stability problems and a file verify (Steam) fixed that. That was a while ago, it may change in the future and all 3, what do we call them?, will be installed with the game, depends how lazy the devs are.
 
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You may be right, some games I played before I went from RX 280X to a 1080 had stability problems and a file verify (Steam) fixed that. That was a while ago, it may change in the future and all 3, what do we call them?, will be installed with the game, depends how lazy the devs are.
That's the problem right there. But it's usually not really the devs being lazy, but rather management wanting to put in as little effort as possible to extract maximum value and maximise ROI.
Not really DEVs' fault.
 
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That's the problem right there. But it's usually not really the devs being lazy, but rather management wanting to put in as little effort as possible to extract maximum value and maximise ROI.
Not really DEVs' fault.
Having worked as QA (newb) for one company I can say they all worked as a team, the QA team was looked at as a separate entity, with discussion while the HMFIC has final say.
 
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Having worked as QA (newb) for one company I can say they all worked as a team, the QA team was looked at as a separate entity, with discussion while the HMFIC has final say.
I worked as a software engineer and still do, and I have seen different things in different companies (and I have worked for about 10 different so far), some have dedicated QA per team, some have generalist QA for any or all teams, etc.
There is no set rule for this, whatever works for both the company and the team, with obviously an emphasis on the company.
 
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