AMD FidelityFX FSR
- Zumokufu
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github.com/GPUOpen-Effects/FidelityFX-FSR
Now that the source code for this has been made public any chance this functionality could be implemented? There's obviously going to be games that officially support it but what about older titles or anything without any clear indication of it being added? Could have a blacklist of games with official support as to not have it "running twice" or something.
Now that the source code for this has been made public any chance this functionality could be implemented? There's obviously going to be games that officially support it but what about older titles or anything without any clear indication of it being added? Could have a blacklist of games with official support as to not have it "running twice" or something.
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- lowenz
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2 years 9 months ago - 2 years 9 months ago #2
by lowenz
Replied by lowenz on topic AMD FidelityFX FSR
You need another kind of injector for upscaling goals
Last edit: 2 years 9 months ago by lowenz.
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- canceralp
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Actually, another way might be possible. It can be combined with a downscaling filter. Think it like this: game operates at 1080p window but your screen is 1440p. A Reshade FSR Filter takes it, makes it 1440p. Reshade can keep that upscaled image in memory but, obviously, can not send it to the display, since it is allowed to operate on a 1080p canvas. So, it uses a bilinear filter and makes it 1080p, again. The end result would still be 1080p but any advantage that comes with FSR algorithm, like rebuilding discontinuities in thin lines, will be visible.
Or, someone comes with a virtual window application, which can trick and run the games at a different resolution than native and makes the upscaling itself. And someone else makes FSR Filter to pick and zoom a portion the screen and upscale only there. Once Reshade is installed to that application, instead of the game, it works just fine.
Orrr.. someone makes a wrapper
Or, someone comes with a virtual window application, which can trick and run the games at a different resolution than native and makes the upscaling itself. And someone else makes FSR Filter to pick and zoom a portion the screen and upscale only there. Once Reshade is installed to that application, instead of the game, it works just fine.
Orrr.. someone makes a wrapper
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- lowenz
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No need of wrapping, just an injector like gedosato or 3Dmigoto
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- lordbean
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I actually think there's validity to this just as a shader. A lot of games nowadays expose a resolution scaling option to the user - it wouldn't be hard to calculate the ratio of your screen resolution that would result in, say, a downsample from 1440p to 1080p, and then configure the shader to do upscaling from 1080p to 1440p.
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- Janowicz
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I don't know if anyone else already did this, but I had a go at implementing it myself. Here's the code:
github.com/40163650/FSRForReShade
It's like a fancy anti-aliasing filter. It looks kind of bad when "rendersize" is lower than the window size, but making it the same misses the point of up-scaling.
It's like a fancy anti-aliasing filter. It looks kind of bad when "rendersize" is lower than the window size, but making it the same misses the point of up-scaling.
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- NoPippinNo
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I wonder if your method could be used to effectively super-sample other effects at will?
Have it appear as two entries in the shaders list: the first upscales it's input and the second downscales back by the same factor, with any effects slotted between them processing a higher scale image than they otherwise would.
Like having a
Game_Window+Reshade->Magpie+Reshade->DSR_Down to monitor,
and with probably lower overhead.
Have it appear as two entries in the shaders list: the first upscales it's input and the second downscales back by the same factor, with any effects slotted between them processing a higher scale image than they otherwise would.
Like having a
Game_Window+Reshade->Magpie+Reshade->DSR_Down to monitor,
and with probably lower overhead.
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