AMD makes Super Resolution officially open source, four new games get support
Following the recent AMD FidelityFX Super Resolution (FSR) announcement, AMD is today making the source code for its powerful spatial upscaling technology broadly available to game developers via GPUOpen.
FSR is also now available for developers in two of the most popular game engines:
- Unity: A special preview beta branch of Unity 2021.2 HDRP.
- Unreal Engine: A patch that can be applied to v4.26 of Unreal Engine.
FSR is an open-source solution with broad API support, making it easy for developers to integrate the technology into new and existing titles, and is supported on more than 100 AMD processors with Radeon graphics and AMD GPUs, as well as competitor GPUs. FSR is designed to boost framerates by up to 2.4x at 4K in “Performance” mode in select titles while delivering a high-quality, high-resolution gaming experience.
Additionally, several new titles are adding FSR support in the next few weeks, bringing the total number of FSR-supported games to 12 since the feature was launched just a few weeks ago, with more expected in the coming months:
- Arcadegeddon (July 16)
- Necromunda: Hired Gun (July 16)
- Resident Evil Village (next week)
- Edge of Eternity (this month)
For more information on FSR please visit GPUOpen
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Senior Member
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Joined: 2005-05-04
Looking forward to DLSS 2.x vs FSR comparison in Necromunda Hired Gun
Senior Member
Posts: 997
Joined: 2007-09-03
NVidia have their own native things... So i would not expect so much.
And as i have said previously DLSS and SuperResolution are just to hide that the GPU still doesn't have the capacity to handle modern display at high fps.
(A bit like in the Crysis era wherethe most high end GPU were barely able to get medium setting at barely correct fps once OC)
Wouldn't expect much how? It renders at lower resolution and upscales the image and presto you get more performance, regardles of who the GPU manufacturer is.
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amd is hated in the open source community.
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Posts: 129
Joined: 2019-11-25
So both sharpening and negative Mip LOD Bias that kind of explain the
shimmering when upscaling from lower resolutions.
ReShade can not inject shaders before any game post-fx or game UI
so not really any point except for maybe screenshots with UI turned off
if there is no noise or similar effects. Might as well just supersample
for screenshots.
I still like both FSR and DLSS thou both seem more useful at higher
resolutions unless adjusting in game settings is not enough.

Senior Member
Posts: 3655
Joined: 2007-05-31
NVidia have their own native things... So i would not expect so much.
And as i have said previously DLSS and SuperResolution are just to hide that the GPU still doesn't have the capacity to handle modern display at high fps.
(A bit like in the Crysis era wherethe most high end GPU were barely able to get medium setting at barely correct fps once OC)