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Microsoft Makes DirectSR API Available to Developers as a Preview

Microsoft on Wednesday made the DirectSR API Preview available to game developers through the DirectX GitHub. The API aims to simplify implementation of super-resolution technologies with games. A super-resolution technology renders your game at a lower resolution that your display resolution, and upscales it to your display resolution using intelligent upscalers that attempt to reconstruct details lost to the process. This yields a significant gain in performance from the lower render resolution, and lets you max out game settings—something you could only do if your hardware was up to it. By default, DirectSR provides an upscaling technology based on AMD FSR 2.2, but the API looks for the best available technology available with the graphics drivers that are supported by the game. All three discrete GPU makers responded positively to DirectSR.

Windows Auto Super Resolution Limited to Copilot+ PCs with Snapdragon X Elite SoCs Only—Not x86

Microsoft Auto Super Resolution (ASR), the standardized game super-resolution based performance enhancement, is initially only being offered to Copilot+ AI PCs powered by Qualcomm Snapdragon X Elite processors, says the Microsoft FAQ for Copilot+ AI PCs. "At initial launch, this feature will be exclusive to Copilot+ PCs equipped with a Qualcomm Snapdragon X Elite processor and a curated set of games that can be found here, a third-party open-source site that Microsoft has contributed compatibility data to," the FAQ answer reads, in response to the question "What is automatic super resolution?"

The way we understand this, Microsoft ASR will be launched initially only Windows Arm devices, specifically those powered by the Snapdragon X Elite SoC. The Snapdragon X Plus is excluded; but more importantly, all x86-64 platforms (Intel or AMD) are excluded from the initial rollout. This doesn't mean that ASR won't make it to x86, it just will at a later date. Copilot+ devices based on the Snapdragon X Elite tend to have a high degree of design collaboration between the OEM and Microsoft, and Redmond wants to use them as tech demonstrators, mostly since these platforms lack the usual super resolution tech such as AMD FSR, Intel XeSS, or NVIDIA DLSS. It's important to note that ASR is a super-resolution tech that's not meant to be confused with DirectSR, the API it's based on. Development of DirectSR for Windows PCs on x86-64 platforms continues.

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.
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Aug 31st, 2024 20:15 EDT change timezone

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