As promised when AMD revealed their answer to NVIDIA's DLSS, FidelityFX Super Resolution (FSR) is now officially open source and available under the MIT license.
What actually is it? AMD say "FSR uses super-optimized spatial upscaling technologies to help boost your framerates and deliver high-quality, high-resolution gaming experiences, without having to upgrade to a new graphics card.". It works on both AMD and NVIDIA GPUs too, so it's not locked to a vendor. The idea is to give "practical performance" for more costly rendering operations like Ray Tracing.
This open sourcing was announced today, along with information on both Unity and Unreal Engine will be supporting it for many more game developers to use. For Unity it's available in a special Unity 2021.2 HDRP release, while AMD provide special Unreal Engine patches for developers to add into UE to support it.
It already works just fine on Linux, and you can see it with the native title Dota 2 which already has it hooked up. You need to use Vulkan though, as AMD don't support it with OpenGL. FSR will work with both native Linux titles and Steam Play Proton too.
You can find the source on GitHub and see their blog post. They've also updated the dedicated GPUOpen website page with more info and new comparison shots.

Quote"It uses a collection of cutting-edge algorithms with a particular emphasis on creating high-quality edges"
Last edited by sub on 15 July 2021 at 3:58 pm UTC

Side note; NieR: Automata was just updated with Fidelity FX support
Last edited by StalePopcorn on 15 July 2021 at 9:29 pm UTC
Quoting: ShmerlHuh? The article mentions Vampire the Masquerade: Bloodhunt. Never heard of it. Is it a new game in development?
Upcoming F2P Battle Royale game, apparently:
https://store.steampowered.com/app/760160/Vampire_The_Masquerade__Bloodhunt/
I'm only interested in Vampire the Masquerade 2..
Last edited by TheRiddick on 16 July 2021 at 7:07 am UTC
Quoting: Loftyis this the kind of thing that could be integrated into VKBasalt ? or does it require the game engine exclusively to run it.
Pretty much requires the game engine to handle it. I'll have to set aside some time to tinker with it directly, but the short version is that it needs doing at specific stages in the render pipeline, and they aren't as easily intercepted.
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