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AMD Drops FSR 2.0 Source Code, Takes Shots at DLSS and XeSS

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AMD has released FSR 2.0’s source code on GPUOpen, available for anyone to download and use — part of its commitment to making FSR fully open-source. The download contains all the necessary APIs and libraries for integrating the upscaling algorithm into DirectX 12 and Vulkan-based titles, along with a quick start checklist. AMD says DirectX 11 support needs to be discussed with AMD representatives, which suggests DirectX 11 is either not officially supported or is more difficult to implement.

Implementing FSR 2.0 will apparently take developers anywhere from under three days to four weeks (or more), depending on features supported within the game engine. FSR 2.0 uses temporal upscaling, which requires additional data inputs from motion vectors, depth buffers, and color buffers to generate a quality image. Games will need to add these structures to their engine if they’re not already available.

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(Image credit: AMD)

Games that already support 2.0 versions of DLSS will be the easiest to integrate, typically requiring less than three days of development, according to AMD. Next up are UE4 and UE5 titles with the new FSR 2.0 plugin. Games with support for decoupled display and render resolution are in the middle of AMD‘s “development timeline,” which includes most games with temporal anti-aliasing (TAA) support. Finally, games with none of FSR 2.0’s required inputs will take four weeks or longer.

FSR 2.0 Integration Into Rendering Pipeline

(Image credit: AMD – GPUOpen)

Game developers will need to implement FSR 2.0 right in the middle of the frame rendering pipeline, because it fully replaces the duties of temporal anti-aliasing. This will require any post-processing effects that need anti-aliasing to be handled later in the pipeline after FSR 2.0 upscaling takes effect.

At the beginning of the pipeline you have rendered and pre-upscale plus post-processing effects that don’t require anti-aliasing. Directly in the middle is where FSR 2.0 upscaling takes place, then afterward post-upscale and anti-aliased post-processing effects are handled. Finally, HUD rendering takes place after everything else is completed.

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