AMD recently launched FidelityFX Super Resolution 2.0

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AMD today unveiled the successor to its FidelityFX Super Resolution technology, which company launched last year with with its new CPU releases. For better picture quality at all resolutions, FSR 2.0 uses temporal reconstruction instead of spatial upscaling.

In order to comprehend FSR 2.0, we must first review FSR 1.0. A basic spatial upscaling technology was used in the initial method. It upscaled the current frame to a better quality picture by working just on the current frame. In essence, it was much like your favourite picture editor boosting the quality of an image while simultaneously enhancing the contrast.

There were several drawbacks to this approach. As it had no anti-aliasing capabilities of its own, it needed an anti-aliasing solution built into the engine. This means that the FSR picture would have any aliasing or shimmering artefacts present in the game (unlike DLSS). Another area where DLSS’ AI reconstruction was better was the ability to upgrade low-resolution images.

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FSR 2.0 fills this void. Reconstruction of temporal images is a new feature in FSR 2.0 The rendering pipeline and preceding frames’ information are used to rebuild a higher resolution picture using frame colour, depth, and motion vectors. The anti-aliasing solution included in FSR 2.0 supersedes the one included with the engine.

In comparison to ordinary upscaling, this method has the benefit of being able to restore more fine detail. Since a result, it is feasible to keep more of the original picture than is possible with native rendering, as it is image reconstruction.

FSR 2.0, like Nvidia’s DLSS 2.0 and Intel’s XeSS, works in a similar fashion. DLSS and AI-assisted machine learning, on the other hand, rely on specific hardware components, such as Tensor cores, to aid in picture reconstruction. Nvidia and Intel’s GPUs may be used with FSR 2.0 since it doesn’t feature an AI or ML component. A low resolution picture may not be able to provide as much detail with this method as with DLSS. We’ll have to see what happens.

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AMD has revealed restricted samples from Deathloop, which will be among the first games to use FSR 2.0. This is the only example we have at this time. In this picture, FSR 2.0 clearly outperforms FSR 1.0 at both the higher Quality and lower Performance presets in this comparison. Compared to the native 4K rendering, FSR 2.0 is able to resolve more fine detail in certain regions than the previous version.

FSR 2.0 will run on the same hardware as FSR 1.0. If a game developer want to implement FSR 2.0 on a platform other than the PC or console, they may do it. As of Q2 2022, this functionality will be available.

An FSR 1.0 implementation for AMD graphics cards has also been disclosed by AMD: the Radeon Super Resolution Technology. This enables the functionality in any game running only in fullscreen mode. The drawback is that, unlike the built-in FSR, which just upscales the 3D picture and not the HUD, RSR requires that the whole game be explicitly configured to run at a lower resolution in order to be enabled.

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Through Adrenaline Edition 2022, RSR is now accessible. Only graphics cards in the RX 5000 series and newer have access to this function.

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