AMD has made the source code for FSR 2.0 (FidelityFX Super Resolution) public, meaning that any developer can now make use of the frame rate boosting tech in their games.
AMD’s FSR 2.0 is the firm’s rival for Nvidia DLSS, and this is clearly good news in terms of getting more games up and running with the tech. The slight caveat here is that Team Red has pushed out all the materials(opens in new tab) needed to work with DX12 and Vulkan games, but not DX11 (if you want to go that route, you’ll need to get in touch with AMD directly, as Tom’s Hardware(opens in new tab) reports).
Furthermore, support for Unreal Engine 4.26/4.27 (and UE5, for that matter) will be coming soon enough in the form of a plug-in, AMD promises.
AMD also gave us an idea of how long it could take devs to incorporate FSR 2.0 within their games, that time varies – obviously – but if a title already supports DLSS 2.0, it might only take a few days to implement. Similarly, it’ll be a speedy process for those using the Unreal Engine plug-in, as you might expect.
For some games, bringing in support for FSR 2.0 could be a considerably longer (and windier) road, with AMD putting the longest timeframe in its estimations at four weeks plus.
Interestingly, along with this source code release, AMD took the opportunity to fire off some flak at Nvidia (and Intel XeSS, for that matter, which like DLSS is AI-powered).
As you may know, with version 2.0, FSR is now a good deal similar to DLSS, mainly because AMD made the move to use temporal upscaling, which is how Nvidia weaves its frame rate boosting magic.
FSR 1.0 employed spatial upscaling, and there’s a big difference in switching to temporal with FSR 2.0, as the former only accesses data pertaining to the current frame
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