AMD FidelityFX FSR

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4 months 2 weeks ago #1 by Zumokufu
AMD FidelityFX FSR was created by Zumokufu
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.

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4 months 2 weeks ago - 4 months 2 weeks ago #2 by lowenz
Replied by lowenz on topic AMD FidelityFX FSR
You need another kind of injector for upscaling goals ;)
Last edit: 4 months 2 weeks ago by lowenz.

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4 months 2 weeks ago #3 by canceralp
Replied by canceralp on topic AMD FidelityFX FSR
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 :)

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4 months 2 weeks ago #4 by lowenz
Replied by lowenz on topic AMD FidelityFX FSR
No need of wrapping, just an injector like gedosato or 3Dmigoto

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4 months 1 week ago #5 by lordbean
Replied by lordbean on topic AMD FidelityFX FSR
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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