According to AMD, FSR 2.0 will run on Xbox and these Nvidia graphics cards

Last week, AMD promised new technology that would allow you to blast your games to higher resolutions or boost their frame rates without needing the fancy machine learning hardware of Nvidia’s GPUs like Nvidia’s acclaimed DLSS. GDC 2022 will now reveal how the new FidelityFX Super Resolution 2.0 actually works – and that it’s also available for Microsoft’s Xbox game consoles.

While AMD says it can’t really say when Xbox game developers will be able to take advantage of FSR 2.0, it does say it “is also fully supported on Xbox and will be available in the Xbox GDK for registered developers to use in their games.”


And it also gives the community a list of both AMD and NVIDIA GPUs you can expect to run FSR 2.0 – if you have an Nvidia GeForce RTX 1070 or higher, the company suggests you might be able to run FSR 2.0 on at least a 1080p monitor, just like you can on an AMD Radeon RX 590, RX 6500 XT or higher.

What we’ve been asking ourselves since day one is: what’s the catch? How can AMD almost double the frame rate of a demanding game like death loop, at a 4K-equivalent resolution with the kind of picture quality it showed us last week, all without dedicated machine learning cores like Nvidia’s DLSS?

The answer is complicated, but a short version is that it is tip Unless you have a relatively powerful graphics card to begin with.


While the FSR 2.0 algorithm is remarkably fast – under 1.5ms in all of AMD’s samples – it still takes time to run, and it takes longer on lower-end GPUs, where AMD openly admits that some of its optimizations not quite work well.


However, in that sub-1.5ms period, FSR 2.0 does all sorts of things – AMD says it replaces a full temporal anti-aliasing pass (which eliminates a bunch of jagged edges in your game) with motion vector computation; reprojecting frames to eliminate jitter; creating a “disc closure mask” that compares one frame to the next to see what has and hasn’t moved so ghosting can be eliminated; Locking thin features such as barely visible edges of stairs and thin wires; prevent color drift; and sharpening the entire image, among other techniques.


Unlike FSR 1.0, this requires some work on the part of the game developer, so you won’t see every game developer benefit from it – but AMD confirms that both are the case death loop and Exit (a tech showcase this will also use Microsoft’s DirectStorage) will benefit from it.

AMD says games that already support Nvidia’s DLSS should be easy to set up with just a few days of integration work, and games running on Unreal Engine 4 and Unreal Engine 5 will have a plugin to make it work. Games that already use temporal anti-aliasing also have a development advantage. But if a developer didn’t design their game with some of these things in mind, AMD says it could take four or more weeks of work.

We’re still waiting to try FSR 2.0 ourselves to see how it actually looks in motion, but should developers benefit, the quality looks much better than FSR 1.0.

blank According to AMD, FSR 2.0 will run on Xbox and these Nvidia graphics cards

Fry Electronics Team

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