How quickly can AMD’s FSR 2.0 (FidelityFX Super Resolution) be bolted on to a game? Pretty swiftly indeed, as demonstrated in an eye-opening livestream session conducted by a software development engineer at Team Red.
Panos Karabelas (who was previously a rendering programmer at Codemasters, of DiRT and F1 fame) has now posted that stream up on YouTube (see below), and it shows the seriously impressive feat of incorporating FSR 2.0 into his own Spartan Engine.
The entire process, from downloading the repository on Github, through to coding into the game engine, is over in less than an hour. Yes – this is tangible proof that introducing support for the frame rate boosting feature really can happen this quickly.
Granted, it’s about the most basic implementation of FSR 2.0 possible, as Karabelas explains: “I didn’t do reactive mask, I didn’t do transparency and composition, I didn’t enable sharpening. This is as barebones as it gets.”
But nonetheless, the results are impressive – upscaling from 720p to 1440p – and the whole process is so smooth and fast, just hitting a few snags here and there, that it’s exciting to think how easy it could be for game devs out there to make the effort and include support for FSR 2.0.
So, can we expect more FSR 2.0-toting games to turn up in short order? Well, that’s a bit of a leap, but this little demo of the implementation of the frame rate boosting tech certainly sparks serious hope that adoption could happen much more swiftly than with Nvidia DLSS, when the ball gets rolling.
Karabelas praises AMD’s “amazingly good documentation” for devs looking to use FSR 2.0, with it apparently being very thorough, but there is a caveat. When it comes to implementing the upscaling tech, the engineer
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