Last week was a big week for our AMD FidelityFX™ Super Resolution (FSR) (1) upscaling technology – after FSR launched in 2021 and became the fastest adopted software technology in AMD history (2), we announced FidelityFX Super Resolution 2.0, the next generation of our open-source upscaling technology and gave you a first look at FSR 2.0 in the game DEATHLOOP.
FSR 2.0 is our next-level temporal upscaling technology with incredible image quality. It has been built by AMD from the ground up to deliver similar or better than native image quality and is designed to help boost framerates in supported games, and is coming in Q2 2022. Last week we said we’d have more info to share on March 23 at GDC, and that day has come. Read on to learn more details about AMD FidelityFX Super Resolution 2.0 technology provided at our GDC developer session today, plus view some new screenshots of FSR 2.0, and learn what’s next.
Game Developer Conference (GDC) Presentations
For those of you out there who are more technically minded, or if you are a game developer who couldn’t attend GDC and see our presentations on March 23, you can catch up on all our GDC 2022 sessions via the videos posted on GPUOpen. The two sessions with details about FSR 2.0 are “FidelityFX Super Resolution 2.0” and “A Guided Tour of Blackreef: Rendering Technologies in Deathloop.”
High-Quality Upscaling without Machine Learning?
When we announced FSR 2.0 technology last week, we told you that it does not use Machine Learning (ML) in its upscaling algorithm and therefore doesn’t require any kind of dedicated ML hardware in supported products and platforms. But since then, we’ve seen that many of you have been asking for more details on how we are able to achieve the results FidelityFX Super Resolution 2.0 technology can deliver without ML.
Let’s add some context first -- in any science, which includes software engineering, discoveries are made by analyzing data from experimentation, resulting in mathematical models that can explain the results. These models can then be applied to new scenarios to make predictions. Broadly speaking, machine learning (ML) is an incredibly useful set of tools and techniques that can aid and accelerate this process. However, the results that ML achieves can sometimes not be the most optimal, lacking the spark of human imagination that can often lead to breakthroughs for complex problems.
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With the above in mind, we are now well placed to understand that while ML is one vehicle to solve problems, it is not a prerequisite to achieving good quality image upscaling. Often, ML-based real-time temporal upscalers use the model learned solely to decide how to combine previous history samples to generate the upscaled image: there is typically no actual generation of new features from recognizing shapes or objects in the scene. AMD engineers leveraged their world-class expertise to research, develop, and optimize a set of advanced hand-coded algorithms that map such relationships from the source and its historical data to upscaled resolutions.
The FidelityFX Super Resolution 2.0 analytical approach can provide significant advantages compared to ML solutions, such as more control to cater to a range of different scenarios, and a better ability to optimize. Above all, not requiring dedicated ML hardware means that more platforms can benefit, and more gamers will be able to experience FSR 2.0.
FSR 2.0 Quality Modes
Like FSR 1.0, FSR 2.0 has different quality modes that allow you to customize the balance of image quality to performance to your preference. FSR 2.0 has three primary quality modes you can expect to find in all games supporting the technology, and one optional mode for developers to use if they desire.
We’ve adjusted the modes a little from FSR 1.0, with the highest quality setting now being “Quality” mode, which aligns with the modes available in other popular temporal upscaling technologies. The other two primary modes are “Balanced” and “Performance”, and you can see the details of each mode in the table below.
FSR 2.0 Quality Mode | Description | Scale factor | Input resolution | Output resolution |
Quality | “Quality” mode provides similar or better than native image quality with a projected significant performance gain. | 1.5x per dimension (2.25x area scale)(67% screen resolution) | 1280 x 720 1706 x 960 2293 x 960 2560 x 1440 | 1920 x 1080 2560 x 1440 3440 x 1440 3840 x 2160 |
Balanced | “Balanced” mode offers an ideal compromise between image quality and projected performance gains. | 1.7x per dimension (2.89x area scale)(59% screen resolution) | 1129 x 635 1506 x 847 2024 x 847 2259 x 1270 | 1920 x 1080 2560 x 1440 3440 x 1440 3840 x 2160 |
Performance | “Performance” mode provides image quality similar to native image quality with a projected major performance gain. | 2.0x per dimension (4x area scale)(50% screen resolution) | 960 x 540 1280 x 720 1720 x 720 1920 x 1080 | 1920 x 1080 2560 x 1440 3440 x 1440 3840 x 2160 |
The fourth optional “Ultra Performance” mode is also available for developers who want to include a mode that is designed to offer the ultimate in performance gains while still maintaining an image quality representative of native rendering. More info about this mode is available on GPUOpen.
FSR 2.0 supports Dynamic Resolution Scaling too, where the input resolution to upscale from is determined (and dynamically adjusted) by the minimum framerate you want to always achieve in the game. Developers also have the option of applying RCAS sharpening to the output too.
Updated DEATHLOOP Comparison Screenshots
We know you appreciated us sharing the FSR 2.0 4K comparison screenshots of DEATHLOOP in our blog last week and we’d like to share some additional images with you so you can see more of FSR 2.0 quality in person.
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These new images include the “Balanced” mode and have been taken from an updated development build of DEATHLOOP as Arkane Studios continues to finalize the integration of FSR 2.0 into the game (3). You can download the original 4K PNG screenshots used to make the above images from GPUOpen.
How FSR 2.0 is Integrated into Games
As we announced last week, FidelityFX Super Resolution 2.0 temporal upscaling uses frame color, depth, and motion vectors in the rendering pipeline and leverages information from past frames to create very high-quality upscaled output and it also includes optimized high-quality anti-aliasing.
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As FSR 2.0 required the three data points in the diagram above at render resolution -- depth, motion vectors, and color -- developers will find it easier to integrate FSR 2.0 into games that already have a temporal upscaling rendering path. Keeping that in mind, although FSR 2.0 is still easy for developers to add to their game like FSR 1.0, integration time estimates can vary – it can be as little as a few days for games that already have the needed temporal upscaling data in place. However, for games without motion vectors or support for decoupled display and render resolutions, integration can take longer.
Just like FSR 1.0, FSR 2.0 will be open source via the MIT license and will be available for developers as an intuitive easy-to-use API (with the source provided via a library) that supports DirectX® 12 and Vulkan®, and there will also be a plug-in for Unreal® Engine.
Performance and Hardware Support
FidelityFX Super Resolution 2.0 is designed to boost framerates in supported games; however, it is fair to say that as FSR 2.0 is an advanced temporal upscaling solution, it will be more demanding on graphics cards than a spatial upscaling solution like FSR 1.0.
That does mean that while FSR 2.0 will support a broad spectrum of hardware, from both AMD and select hardware from our competitors, there are some caveats that gamers need to be aware of when compared to FSR 1.0. To start, though, we do want to say that as an open-source cross-platform solution, we are not placing any constraints on FidelityFX Super Resolution 2.0 compatibility, and what we are talking about here are recommendations for an optimal experience using the technology.
Noting the above then, for an optimal FSR 2.0 experience, we have some recommendations for the starting level of graphics card for the different target upscaled display resolutions. One thing to keep in mind, though, is that your gaming experience may vary with these hardware suggestions. Depending on your specific system specifications, the system requirements of individual games that support FSR 2.0, and your target resolution, you may be still able to have a good upscaling experience on lower-performing or older GPUs than listed below.
FidelityFX Super Resolution 2.0 Optimal Starting Level Hardware*
Target Upscaling Resolution | AMD Graphics Cards | NVIDIA® Graphics Cards |
4K | Radeon™ RX 6700 XT | GeForce RTX™ 3070 |
1440P | Radeon™ RX 6600 | GeForce RTX™ 3060 |
1080P | Radeon™ RX 6500 XT | GeForce® GTX 16 Series |
*Recommendations may change.
More Game Support and FSR 2.0 on Xbox
Last week, we revealed the first game that is planned to get FSR 2.0 is DEATHLOOP, by our friends over at Arkane Studios and Bethesda. Today, we’re excited to announce that another game that will support FidelityFX Super Resolution 2.0 is Forspoken by Luminous Productions. FSR 2.0 will be available in the game when it comes out in October 2022, along with many other AMD FidelityFX technology effects. You can see how they've been integrated into Forspoken in the video below.
Additionally, for developers, we’re happy to announce at GDC today that FidelityFX Super Resolution 2.0 will also be fully supported on Xbox and will be available in the Xbox GDK for registered developers to use in their games. Though for gamers, we do not have a timeline today of when you can expect to see any Xbox games with FSR 2.0.
What’s Next?
As we prepare FSR 2.0 for its release, we are working with developers like Arkane Studios and Luminous Productions to bring FSR 2.0 to as many games as possible, with the first games being made available in Q2 2022. We’ll have more info to share about FSR 2.0 later in the quarter.
Developers should stay tuned to the GPUOpen news and FSR 2.0 pages for the latest information and when they’ll be able to get their hands on FSR 2.0 to implement it in their game. Gamers should keep track of the AMD Community gaming blogs, AMD Radeon™ social channels on Twitter and Facebook (and others), and check back on our FSR web page for more news about FSR 2.0. We can’t wait to be able to share more news about AMD FidelityFX Super Resolution 2.0 in the coming quarter.
LEARN MORE ABOUT AMD FIDELITYFX SUPER RESOLUTION
LEARN MORE ABOUT AMD FIDELITYFX SUPER RESOLUTION 2.0 FOR DEVELOPERS
Alexander Blake-Davies is a Software Product Marketing Specialist for Radeon™ Software for Developers at AMD.
DISCLAIMERS AND FOOTNOTES
ATTRIBUTIONS
DEATHLOOP © 2022 ZeniMax Media Inc. Developed in association with Arkane Studios. Deathloop, Arkane, Bethesda, Bethesda Softworks, ZeniMax, and related logos are registered trademarks or trademarks of ZeniMax Media Inc. in the U.S. and/or other countries. All Rights Reserved.
FORSPOKEN © Luminous Productions Co., Ltd. All Rights Reserved. FORSPOKEN, LUMINOUS PRODUCTIONS, and the LUMINOUS PRODUCTIONS logo are registered trademarks or trademarks of Square Enix Co., Ltd. SQUARE ENIX and the SQUARE ENIX logo are registered trademarks or trademarks of Square Enix Holdings Co., Ltd.
© 2022 Advanced Micro Devices, Inc. All rights reserved. AMD, the AMD Arrow logo, FidelityFX, Ryzen, Radeon, and combinations thereof are trademarks of Advanced Micro Devices, Inc. DirectX is a registered trademark of Microsoft Corporation in the US and other jurisdictions. Vulkan is a registered trademark of Khronos Group Inc. Other product names used in this publication are for identification purposes only and may be trademarks of their respective owners.