Proprietary closed-source technology can oftentimes be more trouble than it’s worth due to the lack of flexibility imposed upon third-party software developers that want to use it. This is what makes AMD’s commitment to open-source projects such as FidelityFX Super Resolution 2.0 (FSR 2.0) so important. This raises the question of whether Nvidia’s DLSS will remain relevant.
A recent press release by Team Red opened up the FSR 2.0 temporal image upscaler to the public. The move allowed game developers to better understand and implement FSR 2.0 in both new and existing projects. FSR 1.0 is already available as an open-source resource.
AMD noted that some games may receive future updates where FSR 1.0 or FSR 2.0 is offered. Each algorithm works in its own way, which means some game developers may select one over the other for technical reasons.
As it stands, AMD FSR 2.0 is compatible with the DirectX 12 and Vulkan APIs. It will soon be available as a free plug-in for Epic Unreal Engine 4 and 5 as well. This covers a lot of ground in the mainstream game development ecosystem, and should help with adoption rates in more games.
PlayStation and Xbox consoles are also compatible with FSR 1.0 and 2.0, unlike DLSS. Where Nvidia DLSS requires specialized Tensor cores found on RTX cards to work, AMD FSR works on all modern GPUs. This gives game developers more reason to choose FSR over DLSS.
AMD’s solution not only benefits the majority of PC gamers, but can also save development resources. FSR can be applied across multiple gaming platforms and reduces implementation time and QA testing to a single image scaling technology.
The goal behind AMD’s work on FidelityFX Super Resolution is to offer an image resolution upscaler that
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