Originally posted by jrch2k8
View Post
Announcement
Collapse
No announcement yet.
AMD FidelityFX Super Resolution Source Code Coming Next Month
Collapse
X
-
- Likes 2
-
Hopefully this is something that can be added in at a graphics API or game engine level because, to be straight up honest, I don't have any of those existing or upcoming games nor do either of those groups contain games that I'd like to buy.
- Likes 1
Comment
-
Originally posted by middy View Postto add another here is gamers nexus: https://www.youtube.com/watch?v=KCzjQ4qP124
steve did say, technically, FSR can actually work further back than polaris 470 for amd and further back than the 1060 from nvidia. its just not officially supported. but steve said its "not bad." which is pretty big since he usually nitpicks everything.
I'd have been interested to see simple integer upscaling in the comparisons as well. I integer upscale most games from 1080p to 4K because my 580 can't handle 4K low with most games while 1080p60 Custom Ultra (med/low shadows ) is just fine.
Comment
-
Originally posted by zakhrov View Post
From what I can tell FSR needs to be implemented before the final post processing stage. That means games need to specifically integrate it into their rendering pipelines. I hope Feral Interactive can patch it into their Tomb Raider and Deus Ex game ports
In the worst case scenario i wouldn't mind an extra performance hit if VkBasalt had to include PP as long as it gets a nice enough boost
Comment
-
Originally posted by skeevy420 View PostI guessed correctly on his blind FSR test
I'd have been interested to see simple integer upscaling in the comparisons as well. I integer upscale most games from 1080p to 4K because my 580 can't handle 4K low with most games while 1080p60 Custom Ultra (med/low shadows ) is just fine.
- Likes 1
Comment
-
Originally posted by jrch2k8 View PostWell, it says is better before post processing which makes sense since it may loose performance up scaling those as well but i'm not sure due to how Vulkan layers work if VkBasalt could do this on its own since it could detect this stage(again not sure), in the case of proper DX12 i think it doesn't allow anything similar to layers in Vulkan hence you will need engine patching.
In the worst case scenario i wouldn't mind an extra performance hit if VkBasalt had to include PP as long as it gets a nice enough boost
Comment
-
Originally posted by jrch2k8 View PostWell, it says is better before post processing which makes sense since it may loose performance up scaling those as well
- Likes 1
Comment
-
Originally posted by arQon View PostPerformance is (basically) irrelevant. The difference is that when you do stuff like this as an independent postproc step, you only have image data to work with - i.e. the flat representation of the output frame. If you do it earlier in the pipeline though, you have *geometry / depth* data available as well, and that makes it trivial to avoid some of the "obvious error" cases where simple upsampling blends together two pixels that are 500 yards away from each other in z.
Be it photos or game images the postproc steps in fact take away a lot of data that result in a lot of artefacts when you attempt to upscale. Even simple upsampling you are in trouble. Yes Z info can help but you think about added static/rain effects yes you know it on a different Z yes you know it should not be blended with z infomation but if you are after it was added you don't know what colour the pixels were behind it the same thing applies to hud and same thing applies to edge of screen. Basically the missing details comes a big problem even for simple upsampling.
- Likes 2
Comment
-
Originally posted by oiaohm View Post
The review I posted link to by hardware Unboxed put amd Fidelity FX Super Scaling head to with the common simple upscale what they call traditional upscale and it won with out question. This is something different to your traditional integer upscale it is better in most cases. This is why I am interested from photo point of view exactly how is amd doing it.
Comment
-
Originally posted by arQon View Post
Performance is (basically) irrelevant. The difference is that when you do stuff like this as an independent postproc step, you only have image data to work with - i.e. the flat representation of the output frame. If you do it earlier in the pipeline though, you have *geometry / depth* data available as well, and that makes it trivial to avoid some of the "obvious error" cases where simple upsampling blends together two pixels that are 500 yards away from each other in z.
In my case i use a very heavily modded skyrim SE with latest ENB (RADV+Wine-TKG), ultra high res textures and instead of using Reshade(aka the classic ENB+Reshade setup) windows binaries i use their config file and translate it (manually) to VkBasalt Reshade and works like a freaking charm plus CAS to improve sharpness without any issue.
We have to wait until the source code drop but again i suspect VkBasalt may have a way through layers to actually get information of the render stages and pass them to the shaders in certain order because with a setup as complex as my skyrim all those shaders never break actual PP or trigger render issues.
Ofc i might be wrong here since Vulkan is not my forte
Comment
Comment