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AMD FSR FidelityFX Super Resolution is Coming to Xbox Consoles

AleksandarK

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Just a few days ago, we have reviewed AMD's FidelityFX Super Resolution technology, which represents an answer to NVIDIA's Deep Learning Super Sampling technology used to upscale images t certain resolutions. As the review predicted, AMD's presence in consoles like PlayStation 5 and Xbox Series X|S must result in the integration of the technology in that field, not only the PC space. And today seems to be the day that Microsoft and AMD join forces to bring AMD's FSR technology to consoles. In the latest Xbox Game Development Kit preview, Microsoft is shipping AMD's FSR tech, giving game developers an easy way to integrate it into the games and thus manipulate resolution to give us the best possible frame rates.

Jason Ronald (Twitter) said:
Excited to continue our close partnership with @AMD and see what game developers can do with FidelityFX Super Resolution, available to preview in our GDK today for @Windows, @Xbox Series X|S and #XboxOne consoles.


View at TechPowerUp Main Site
 
Thanks AMD, for making sure Game Devs have no incentive to make PC ports of games look any different than the Console version.
 
Thanks AMD, for making sure Game Devs have no incentive to make PC ports of games look any different than the Console version.
Wait what, so now console ports are made to look better on PC,, but AMD just ruined it and from Now on they'll be just the same?!.

I had not noticed the vast artwork , fidelity and effects only available on PC before.

All sarcasm though because it's the same as it's always been.
 
Thanks AMD, for making sure Game Devs have no incentive to make PC ports of games look any different than the Console version.
You have a talent finding negatives in something absolutely positive.
 
If it speeds adoption of a option that can be turned off for those who choose to do so, great. If it helps with frametimes in competitive games for those who want a higher resolution for large format displays awesome.

I don't think it will hurt PC gaming when (barring crypto) we have more powerful hardware available than ever before and more active modding communities than ever.

Good on them, now just to find and be able to afford the hardware.
 
You have a talent finding negatives in something absolutely positive.
Not everyone wants the lowest common denominator to be the next standard.
 
Not everyone wants the lowest common denominator to be the next standard.
About that common denominator.
Today, console games have to take in consideration the graphical power of modern consoles and lower graphics details accordingly to keep fps at a minimum of 30.
FSR will push more console games to higher quality of graphics and with 4K in mind, because thanks to FSR, that will be possible.
So, in the end you will get much better console games thanks to FSR, meaning much better PC games.

You can dream a world where companies will have two totally different teams working on the same game, one team on the console version and one team on the PC version. That's a nice dream that will remain a dream. Because companies usually do not want to spend the extra cash to do so.

So, you see. You have it all wrong in your mind.
 
Microsoft needs to invest on DirectML not fsr
 
Not everyone wants the lowest common denominator to be the next standard.
Can you point out the last game where it wasn't, discount any game only made for pc since ala StarCraft alone and see how you go.
 
Thanks AMD, for making sure Game Devs have no incentive to make PC ports of games look any different than the Console version.

Im not sure why you got so much crap for that comment, I dont even understand what you are saying really, could you clarify ?
 
Thanks AMD, for making sure Game Devs have no incentive to make PC ports of games look any different than the Console version.

Hang on a second, I thought FSR is just a sharpening filter ? Why does this matter then ?
 
Everyone is happy as long as AMD doesn't block developers from implementing better upscalers like TAA Upsampling, UE5 Temporal Super Resolution and lastly DLSS :).
Digital Foundry just used UE4 unlocker in GodFall and try out TAA Upsampling vs FSR and guess what, TAA U is better, funny that GodFall somehow block gamers from using TAA U :roll: , no wonder the game is shit.
 
Everyone is happy as long as AMD doesn't block developers from implementing better upscalers like TAA Upsampling, UE5 Temporal Super Resolution and lastly DLSS :).
Digital Foundry just used UE4 unlocker in GodFall and try out TAA Upsampling vs FSR and guess what, TAA U is better, funny that GodFall somehow block gamers from using TAA U :roll: , no wonder the game is shit.

I will see the vid but let me just say that TAA makes everything a blurry mess and requires a ton of sharpening to then correct which is pretty silly.
 
Everyone is happy as long as AMD doesn't block developers from implementing better upscalers like TAA Upsampling, UE5 Temporal Super Resolution and lastly DLSS :).
Digital Foundry just used UE4 unlocker in GodFall and try out TAA Upsampling vs FSR and guess what, TAA U is better, funny that GodFall somehow block gamers from using TAA U :roll: , no wonder the game is shit.
It have been demonstrated that TAAU is disabling Depth of Field and FSR, bilinear and native do. Some have demonstrated that with Depth of Field (DoF) disabled, FSR actually look better and have less movement artifact.

Alex from DF then went ahead a published a bunch of God of Fall Screen Shot where he managed to enable TAA U and it had the same EXACT problem.

That guy didn't really tried to really test the technology. He said few time in their podcast that the technology will suck in his mind, and guess what, all he did is find way to make the technology suck and as soon as he found that there was a results proving his point, he didn't even bother to ensure it was a valid result, he just published it. And not only he made that mistake one time, he made it a second time by publishing Godfall screenshot.

The reason why game like Godfall block you from using TAAU and that is something that both Alex and many people forget. It's how it interfere with effects and how you have to adjust all your effects to ensure they still do what you want. Checkerboarding have the same issue. You need to ensure that all your effects run fine with it and there are maybe some effect that you need to disable to get a good render.

FSR is easy to implement not only because the code is easy to add to a game, but because it do not interfere with any of your effect.

Could also add that he only reviewed the Performance mode because that is where FSR is at his worst and where other technique might have an edge. Against, that is a good demonstration of what a confirmation bias is. What i can find to make my bias true instead of really having an objective view on the technology.
 
Everyone is happy as long as AMD doesn't block developers from implementing better upscalers like TAA Upsampling, UE5 Temporal Super Resolution and lastly DLSS :).
Digital Foundry just used UE4 unlocker in GodFall and try out TAA Upsampling vs FSR and guess what, TAA U is better, funny that GodFall somehow block gamers from using TAA U :roll: , no wonder the game is shit.
AMD is releasing FSR under MIT license, so i'm not sure for what blocking you're talking about. When it comes to walled gardens you must be thinking of another company.
As for Digital Foundry review, @Punkenjoy already explained it.

More info

I'm not familiar UE4 unlocker, but isn't it a hacking tool? Who knows if it isn't messing things up in the game engine.
 
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AMD is releasing FSR under MIT license, so i'm not sure for what blocking you're talking about. When it comes to walled gardens you must be thinking of another company.
As for Digital Foundry review, @Punkenjoy already explained it.

More info

I'm not familiar UE4 unlocker, but isn't it a hacking tool? Who knows if it isn't messing things up in the game engine.
Actually, DoF is disabled by design when TAAU is enabled because UE Devs yet to have to find a way to make it work without being broken. Currently DoF is broken when TAAU is enabled. There might be other thing that do not work with TAAU
 
Hang on a second, I thought FSR is just a sharpening filter ? Why does this matter then ?
It's an upscaling technique with a sharpening pass. Specifically contrast adaptive sharpening.
 
AMD is releasing FSR under MIT license, so i'm not sure for what blocking you're talking about. When it comes to walled gardens you must be thinking of another company.
As for Digital Foundry review, @Punkenjoy already explained it.

I'm not familiar UE4 unlocker, but isn't it a hacking tool? Who knows if it isn't messing things up in the game engine.

The whole thing is hilarious, how incompetent could Godfall devs possibly is LMAO? Gamers can't turn off DoF completely? and the game look better with DoF forced off via UE Unlocker? oh wow.
Anyways Alex already posted an update to his FSR article as a response, the comparison images in the article are with DoF completely off in Godfall
Alex here from Digital Foundry -

OP u/badcookies made a point which is very true. I will update our article to reflect this and change the game comparison for TAA U from Kingshunt to Godfall which does not have DOF aperture affected by upsampling.

Doing that does not at all change the conclusion our DF coverage - as if you look at the detail without DOF anyway, it is pretty easy to see how much better TAA U is. Something we also tested in GodFall but just did not include in the video. Images of God fall below at my twitter


Edit: Article will probably be updated around noon time after a meeting.
Edit2: Article has been updated
https://www.eurogamer.net/articles/...performance-wins-but-what-about-image-quality

So FSR is at best the same as TAAU, still requires developers integration meanwhile TAAU is natively supported in Unreal Engine and pretty much every game that has TAA can support TAAU (duh)
The only place where FSR make sense are games without any other Upscaler, which might be hard to find in the current game market.
 
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The whole thing is hilarious, how incompetent could Godfall devs possibly is LMAO? Gamers can't turn off DoF completely? and the game look better with DoF forced off via UE Unlocker? oh wow.
Anyways Alex already posted an update to his FSR article as a response, the comparison images in the article are with DoF completely off in Godfall

I'll wait until GN or HUB do a piece on it. Digital foundry doesn't put the work into it's pieces for anything they say to be taken at face value.
 
The whole thing is hilarious, how incompetent could Godfall devs possibly is LMAO? Gamers can't turn off DoF completely? and the game look better with DoF forced off via UE Unlocker? oh wow.
Anyways Alex already posted an update to his FSR article as a response, the comparison images in the article are with DoF completely off in Godfall


So FSR is at best the same as TAAU, still requires developers integration meanwhile TAAU is natively supported in Unreal Engine and pretty much every game that has TAA can support TAAU (duh)
The only place where FSR make sense are games without any other Upscaler, which might be hard to find in the current game market.

DoF is an effect that add blurness to mimic a camera lense and is used in that way. Here, does the game look better or worst without DoF? that is subjective. That is also an artistic decision from the DEV.

But FSR can work with DoF and TAA U don't. FSR is easy to implement and don't mess with your rendering pipeline. TAA U is more complex to implement and you have to deals with effects that are broken by it like DoF.

There is a reason why many game don't use the Unreal Engine TAA U, it's because it break what they are trying to do and it would require a lot of effort to fix it.

As for Alex, i saw his update, but still he is testing only a single case FSR Performance vs TAA U. He is smart enough to know what he had to do to confirm his BIAS on FSR and this is what he did. Took him 3 time to get a proper render but still. But no Ultra quality or Quality test, No in motion test after the DoF Kings Hunt fiasco etc. When you look at review online, people that liked FSR are people that checked all the settings, in motion, in still, etc. and then made their opinion.

Alex just went to the point of Performance < TAA U and made it a case base on zoomed screenshot. He didn't reused the TAA U in motion of Kings hunt because People have shown that Even Performance there was giving as good if not better result on the skirt than TAA U. (less ghosting artefact)
 
DoF is an effect that add blurness to mimic a camera lense and is used in that way. Here, does the game look better or worst without DoF? that is subjective. That is also an artistic decision from the DEV.

But FSR can work with DoF and TAA U don't. FSR is easy to implement and don't mess with your rendering pipeline. TAA U is more complex to implement and you have to deals with effects that are broken by it like DoF.

There is a reason why many game don't use the Unreal Engine TAA U, it's because it break what they are trying to do and it would require a lot of effort to fix it.

As for Alex, i saw his update, but still he is testing only a single case FSR Performance vs TAA U. He is smart enough to know what he had to do to confirm his BIAS on FSR and this is what he did. Took him 3 time to get a proper render but still. But no Ultra quality or Quality test, No in motion test after the DoF Kings Hunt fiasco etc. When you look at review online, people that liked FSR are people that checked all the settings, in motion, in still, etc. and then made their opinion.

Alex just went to the point of Performance < TAA U and made it a case base on zoomed screenshot. He didn't reused the TAA U in motion of Kings hunt because People have shown that Even Performance there was giving as good if not better result on the skirt than TAA U. (less ghosting artefact)

Hm...so having DoF that gamers can't turn OFF completely from the menu is artistic decision, no wonder the game sucks :roll: .

There are also 4K FSR Quality (1440p) vs 4K TAAU 67% in DF article, TAAU just look sharper. Kitguru also made the comparison between FSR UQ to TAAU 77%, FSR Q vs TAAU 67%, etc...and TAAU look sharper in all those scenario, but TAAU comes with more shimmering.
Watch at 4:40

So yeah, IQ wise FSR is just about equal to TAAU at best. On the other hand, any complexity involving implementing any Upscalers is largely academic, people don't just make games in a few days, I mean a single guy made the game Bright Memory with RTX/DLSS, and there are people complaining that DLSS is hard to implement :laugh:?
 
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