Since going open source, AMD's FidelityFX Super Resolution 2.0 tech has been hacked and modded into a host of different games(opens in new tab). But thanks to a Discord livestream that was uploaded to YouTube, we can get a peak behind the curtain at just how straightforward it is to add FSR 2.0 into a game engine from scratch.
Panos Karabelas is a former Codemasters rendering programmer, now AMD software development engineer. But he's only been with the red team a matter of months, which means he was nothing to do with the development of the upscaling tech, and says he's never actually used it before.
So, how better to get acquainted with your new employers' shiny technology than showing off your coding skills in a livestream?
Using his own Spartan Engine(opens in new tab), a personal open source C++ playground, Karabelas demonstrates the entire process from downloading the repository on Github, jamming it into Visual Studio and then coding it into his engine from scratch in less than 60 minutes.
The first thing he notes is the «amazingly good documentation… it's massive,» he says. «They explain everything… It's one of the reasons I felt so confident about doing this live.
»If you have a modern engine, it should be easy. If your engine is a little bit older tech, there is more work to do."
You can watch the entire process of implementing FSR 2.0 in real time because it takes him so little time. He does note that he has experience of upscaling from working on Dirt 5, but that was before FSR 1.0 was even born.
And it compiles first time. He hits into an initial snag with first jitter and then velocity, but in all it takes less than four minutes for Karabelas to debug the code and get AMD's upscaler running perfectly within
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