FidelityFX Super Resolution 2.2 Available on GPUOpen

Published by

Click here to post a comment for FidelityFX Super Resolution 2.2 Available on GPUOpen on our message forum
https://forums.guru3d.com/data/avatars/m/239/239175.jpg
I haven't played many games that offer FSR 2. From what I've seen so far, 2.0 looks bad, 2.1 looks much, much better. Hopefully 2.2 looks great?
https://forums.guru3d.com/data/avatars/m/248/248994.jpg
I wish AMD released information on new graphics cards. I hope we won't need to wait for the second half of March to learn anything.
https://forums.guru3d.com/data/avatars/m/246/246171.jpg
Kaarme:

I wish AMD released information on new graphics cards. I hope we won't need to wait for the second half of March to learn anything.
I hope there is something else worthwhile to learn about, period.
https://forums.guru3d.com/data/avatars/m/251/251189.jpg
Linked article isn't found and there is no GitHub upload yet. Hopefully won't take much longer.
https://forums.guru3d.com/data/avatars/m/184/184261.jpg
Apparently they are not ready yet, because they retracted the blog and I don't see it on GPUOpen (or is it just me?)
https://forums.guru3d.com/data/avatars/m/16/16662.jpg
Administrator
AMD sent out the press release .. but they forgot the blog would get online at 6 pm CET 🙂 I see it's active now though.
https://forums.guru3d.com/data/avatars/m/251/251189.jpg
Thin line jittering and distinct blur behind smoke already in that Sponza scene doesn't make me turn mad with joy. 🙁
https://forums.guru3d.com/data/avatars/m/248/248291.jpg
Github - FSR 2.2
Changes Introduction of debug API checker. Changes to improve "High Velocity Ghosting" situations. Changes to Luminance computation with pre-exposure application. Small motion vectors ignored in previous depth estimation. Changes to depth logic to improve disocclusion detection and avoid self-disocclusions. Dilated reactive mask logic updated to use temporal motion vector divergence to kill locks. New lock luminance resource. Accumulation overhauled to use temporal reactivity. Changed how intermediate signals are stored and tonemapped. Luminance instability logic improved. Tonemapping no longer applied during RCAS to retain more dynamic range. Fixes for multiple user reported issues on GitHub and elsewhere. Thank you for your feedback!
https://forums.guru3d.com/data/avatars/m/121/121885.jpg
Can't wait for the DLSS2FSR update and the various other games to pick it up.
https://forums.guru3d.com/data/avatars/m/268/268248.jpg
Trunks0:

Can't wait for the DLSS2FSR update and the various other games to pick it up.
While I believe this will be a horror show would be funny if we can see the resault of say 720p upscaled with dlss to 1080 and then upscaled with far to 1440 p! And the reverse vs pure fsr and dlss from 720 to 1440 .... Why I am not sure , fun I guess:P
https://forums.guru3d.com/data/avatars/m/271/271684.jpg
Venix:

While I believe this will be a horror show would be funny if we can see the resault of say 720p upscaled with dlss to 1080 and then upscaled with far to 1440 p! And the reverse vs pure fsr and dlss from 720 to 1440 .... Why I am not sure , fun I guess:p
It should be possible to do something like that with RSR and FSR, since RSR happens earlier in the pipeline 🙂.
https://forums.guru3d.com/data/avatars/m/268/268248.jpg
Vananovion:

It should be possible to do something like that with RSR and FSR, since RSR happens earlier in the pipeline 🙂.
. :O you are right !!!!