AMD announces FidelityFX Super Resolution 2.1 upgrade

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AMD continue pushing ahead with improvements to their upscaling tech FidelityFX Super Resolution with version 2.1 already available now.

This is no small update either, with it containing some pretty significant changes. Exciting, as FSR 2.0 made playing Dying Light 2 on Steam Deck a very nice experience. Given how big the difference was there in visual quality while giving good performance, I'm very keen to see what happens with FSR 2.1 and future updates.

Some of the changes made include:

Change Impact

Motion vector divergence used to diminish locked pixels

This should alleviate ghosting issues on geometry with motion vectors not matching underlying pixel colors.

Disocclusion logic is now able to detect disocclusions in areas with only small depth separation between objects.

This should alleviate ghosting issues and improve upscaling quality on some disocclusion cases.

Improved upscaled output quality by turning some half-precision computations to full precision.

This should improve overall color range and temporal stability of the upscaled image produced.

Reactive Mask updates:

  • Dilation now based on input colors to avoid expanding of reactiveness into non-relevant areas of the upscaled output.
    • The full data range [0.0, 1.0] is now used.

This should alleviate ghosting issues on transparent geometry such as particles.

Composition and Transparency Mask updates:

  • Dilation now based on input colors to avoid expanding of lock diminishing into non-relevant areas of the upscaled output.

This should alleviate ghosting issues on geometry with motion vectors not matching underlying pixel colors.

Even with the changes, AMD claim upgrading for developers should be simple as the API has not changed.

In their announcement AMD showed off an example game with it hooked up in Farming Simulator 22:

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The source code is already up to date with FSR 2.1.

Article taken from GamingOnLinux.com.
Tags: AMD, Meta, Open Source
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14 comments
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mphuZ 8 Sep
I didn't find any differences in the video...
ridge 8 Sep
Very interesting, thanks for reporting on this. Looking forward to inevitable comparison shots in more games.


Last edited by ridge on 8 September 2022 at 2:15 pm UTC
dpanter 8 Sep
Difficult to spot eventual improvements behind Youtubes compression, even in 4K video. Looks like possibly reduced ghosting just above the wheel on the carriage (right side), timestamp 0:15. Waiting for a closer look from the big tech tubers.
fabertawe 8 Sep
Quoting: mphuZI didn't find any differences in the video...

I can never see any difference in these things... time I booked an appointment with the optician

p.s. must be why I'm more than happy with an RX 6600!


Last edited by fabertawe on 8 September 2022 at 2:57 pm UTC
grigi 8 Sep
Look at the lines under the rake
Upscale 8 Sep
Quoting: mphuZI didn't find any differences in the video...
I think that is supposed to be the point.
Lower rendering resolution, but similar overall quality to native resolution.
I might be wrong though...
They should do it for Deathloop which had some major translucency and animation blur (like DLSS1 like issues).
HJ 9 Sep
Deep Rock Galactic recently got FSR 2.0 support and that doesn't seem to work at all, FSR 1.0 looks better while FSR 2.0 looks like linear scale, not sure what's up with that
Quoting: HJDeep Rock Galactic recently got FSR 2.0 support and that doesn't seem to work at all, FSR 1.0 looks better while FSR 2.0 looks like linear scale, not sure what's up with that

Hopefully someone tells the developer!
llorton 9 Sep
Is there any way to get FSR for native Linux games or with Steam stable proton (not proton-GE)?
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