AMD reveals more FSR 2.0 tech details: coming to Nvidia cards and Xbox

2022 03 24 image 11

Something to look forward to: AMD lifted the lid on its next-generation upscaling technology at GDC 2022. As we reported last week, FSR 2.0 will be a temporary scaling solution, which is significantly different from FSR 1.0, a spatial solution. That makes it closer to Nvidia’s DLSS and Intel’s upcoming Xess solutions and should offer improved visual fidelity compared to FSR 1.0.

After talking about the new version of its FidelityFX Super Resolution (FSR) last week, AMD has now revealed more details about FSR 2.0, including support for the Xbox consoles and Nvidia graphics cards.

In an extensive post detailing FSR 2.0, AMD revealed that the technology would be fully supported on Xbox and available in Xbox Game Development Kits for implementation in games. The original version was used in a handful of Xbox titles, including the Myst remake.

Since FSR 2.0 doesn’t rely on machine learning, it will run on a range of graphics cards, although AMD notes it will be more demanding than a spatial scaling solution like FSR 1.0, meaning you’ll need a beefy GPU to get the most. out, especially when scaling up to 4K. AMD has provided a list of recommendations that includes both its Radeon cards and those from rival Nvidia.

Another change in FSR 2.0 is that it offers different quality modes to get the right balance between image and performance. The highest setting is now Quality mode, next to Balanced and Performance. There is also an optional mode, Ultra Performance, which developers can use if they wish.

AMD has also broken down the details of each mode, including the scaling factor and the input/output resolutions.

FSR 2.0 is incredibly fast, with all of AMD’s various configuration and resolution previews within 1.5ms of the time it takes to perform its magic.

FSR quality mode (including auto exposure, no sharpening).

FSR 2.0 Performance Mode (including auto exposure, no sharpening).

Another difference between FSR 2.0 and FSR 1.0 is that it requires initial implementation by game developers. It may take a few days to add a title that already has DLSS, and there will be a plugin for games running on Unreal Engine 4 and Unreal Engine 5.

It will be easier to implement FSR 2.0 in games that already have a temporal upscaling path. For all titles that don’t have motion vectors or support for decoupled display and render resolutions, it may take four or more weeks of work to add FSR 2.0.

AMD has confirmed that FSR 2.0 will debut in Deathloop once the technology is ready and Forspoken, which launches in October. Both games are exclusive to PS5 and PC.

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