Hallo
maxus24
I just came across your article and read that Star Wars Jedi: Survivor is using FSR 2
.2 .. in my opinion/learning that's no true. When I start modding the Settings for the Unreal Engine (can only be done with self created PAK files), I learned that EA's team just integrated FSR 2.0 which is old and stays behind in quality compared to FSR 2.1 or 2.2:
First indication: run the game and use
Process Explorer from Microsoft, check the Properties of the running Process. Access the "String" Tab and then export these into a file. Open the file with a good editor (like notepad++) and start searching for "r.FidelityFX.FSR2" - then compare the found configuration keys with the documented ones from
AMD's UE FSR2 Plugin. You will see, that there is only are very small subset of key available. Now lets go back in time, we check the documentation of AMD's FSR2 Plugin somewhat from the last year when FSR 2.0 was release as UE Plugin:
https://web.archive.org/web/20220808164749/https://gpuopen.com/learn/ue-fsr2/
The FSR 2.1.x Plugin (
https://web.archive.org/web/20221024093744/https://gpuopen.com/learn/ue-fsr2/) adds support better handling of fine details like hairs (r.FidelityFX.FSR2.DeDither) that was e.g. configurable and used with Hogwarts Legacy and was announced with FSR 2.1 support at release.
Second indication or better fact is the meta data in the original PAK files from Survivor itself. We need a tool to access these (or even extract files like INIs). I used the open source tool
FModel that can access meta data and extract files from PAK archives. Use FModel to access ".\Jedi Survivor\SwGame\Content\Paks" and open "pakchunk0-WindowsNoEditor.pak", after loading the file navigate to "Engine -> Plugins -> Runtime -> FSR2", double click to open it and you get the meta data including the version of the selected plugin. As you can see, Survivor only uses
FSR 2.0 ...
What I hope after you read this, pls correct your article. For me it's not about being "right", it's about the impression that is created and imho the wrong focus (AMD instead of EA). As a gamer (like many of us) I expect that a AAA game released and sold by a big company like EA should be in a proper state (any maybe the articel can point these out):
- No performance issues on the release day (another topic)
- Don't use out dated versions for DLSS 2/3, FSR 2 or XeSS
- Support all temporal upscalers in AAA games (because the cost for adding all is very small compared the the budget of the game + marketing + other stuff)