Nvidia has introduced an open-source framework to make it easier for developers to plug anyone's upscaling algorithm into the rendering pipelines of their games. Intel's on board, and AMD's FSR 2.0 looks like a prime candidate, too. None of which seems like something I would have expected to be writing today. Or ever really.
Historically, Nvidia has not exactly been known as the open-source champion. Team green has generally been very much into the proprietary schtick for its developer-facing features, often requiring devs to sign up to use particular graphical goodies. Whether by design or no, that would potentially lead to the exclusion of other manufacturers' competing tech, often purely by virtue of the fact that dev time is limited, and expensive, and sometimes you've just got to pick a side and stick to it to get a game out in time.
With Nvidia Streamline, however, developers no longer have to figure out a way to manually plumb every different upscaling SDK into their game. This has the combined benefits of shortening the amount of time it takes to add different solutions and providing more opportunities for both manufacturers and gamers to access those features.
Streamline has been designed as more or less a plug-and-play framework that exists in between the game itself and the final render API, be that DirectX or Vulkan. Yes, we're even talking about it working with Vulkan, though that is in beta at the moment. Interestingly Streamline isn't restricted to DirectX 12, either, as Nvidia knows the benefits of super sampling beyond ray tracing and is making the framework functional for DirectX 11 games, too.
The open-source nature of Streamline, now released in its entirety on Github, means that hardware
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