Roberts
Member
We are talking about FSR1, right?Many 3rd party devs have already used it. CD Projekt RED, Respawn, Gearbox, and IO Interactive to name a few.
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We are talking about FSR1, right?Many 3rd party devs have already used it. CD Projekt RED, Respawn, Gearbox, and IO Interactive to name a few.
Yep, I never understood why someone saying "hey I have that " means that the other automatically doesn't....That's just some console war bullshit.Ps5 uses it in forspoken right so it's obviously already available on ps5.
Microsoft and AMD have just added it to their development kit environment which is amazing news.
At AMDs website, there is a list of devs that have pledged to use FSR2.0 in their future games. The devs I mentioned were on that list.We are talking about FSR1, right?
Thanks, I will check it out now.At AMDs website, there is a list of devs that have pledged to use FSR2.0 in their future games. The devs I mentioned were on that list.
CorrectYou are making statements that PS5 isn't going to benefit from this tech as much as Xbox. There is no reason to believe that.
Doesn't FSR 2.0 performs better on GPUs with higher clocks too? Why would it perform better on GPUs with less CUs?-FSR 2.0 performs better on GPUs with more CUs.
Correct
I don't think anyone can be appraisal on this issue of FSR 2.0 on consoles. But if you can take a look at the results on different PCs and it turns out that the performance varies between them.
-FSR 2.0 performs better on Nvidia than on AMD (LOL, but real)
-FSR 2.0 performs noticeably better on RDNA 2 GPUs than on RDNA 1 and better on RDNA1 than previous ones.
-FSR 2.0 performs better on GPUs with more CUs.
A priori it could mean that FSR 2 would get slightly better performance on XSX than on PS5 and that XSS would benefit to a much lesser extent than those.
However we do not know if the optimization in the different APIs can also make a difference. Maybe, PS5 API IS more friendly than GDK or vice versa ??
Therefore, before making any kind of statement for one side or the other, it is better to wait and see results in the games with FSR 2 when they are released.
Right now, this news just means that FSR 2 is fully integrated into the Xbox GDK and available to developers.
Doesn't FSR 2.0 performs better on GPUs with higher clocks too? Why would it perform better on GPUs with less CUs?
My bet is (and hopefully I'm wrong) that FSR2 on consoles is not going to be as frequent or widely used as the results vary between games and graphics engines and in many cases other options may be better for the developer.I think that is a fair assessment. It definitely makes more sense to point to CU count rather than RDNA 2 feature sets. Ultimately, I think multiplat games that utilize FSR 2.0 will be our only real basis for comparisons, like always.
And a lot of inhouse proprietary engines (1st party) use their own bespoke solutions built in.My bet is (and hopefully I'm wrong) that FSR2 on consoles is not going to be as frequent or widely used as the results vary between games and graphics engines and in many cases other options may be better for the developer.
For example, in games with UE5 surely TSAA is going to be better than other options...and that already greatly limits the number of games where you can see FSR 2.0 on consoles.
We will see.
It's up to Sony to implement it into their SDKs if they haven't already.I’m assuming there is no reason why PS5 can’t use it. MS have a marketing deal for it?
LMAO. The concern trolling is strong with this. You literally do not need RDNA 2 GPU for the "full effects" of FSR 2.0, heck the tweet you posted even lists "Xbox One" in there. That means even last-gen consoles and older (DX11) PC GPUs are capable of supporting the feature. Also, Forspoken on PS5 gets FSR 2.0 implementation along with PC:
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Forspoken Load Times Are Barely A Second Long On PS5, Has Multiple Graphics Modes
During GDC 2022, Luminous Engine's technical director gave a demonstration of some of the technologies that they have incorporated into Forspoken.novicegamerguides.com
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It was the same thing when they announced 1.0. They didn't say PS5, but PS5 supported and used it in some games. Maybe they have one of these sneaky ole marketing deals platform makers be doing.
It was funny since the PS5 was the first console using it in a game.
https://www.pcgamer.com/fidelityfx-super-resolution-2-xbox-console-amd/LMAO. The concern trolling is strong with this. You literally do not need RDNA 2 GPU for the "full effects" of FSR 2.0
Apparently, people can’t read
The OP is a tweet specifically about FSR2.0 being integrated into Microsoft’s game development stack. Why would the PS5 be cited there?
Of course PS5 supports FSR 2.0. It’s GPU agnostic, has nothing to do with ‘RDNA2 implementation’ and it’s already on record that Forspoken on PS5 will support the tech.
Platform warring stays destroying every single thread.
nope, it use fp16 or fp32 so works same even on rdna 1I understand this, but maybe the full effects of the technology cannot be tapped unless you have RDNA2 GPU. The PC version of God of War uses FRS2 but not the console version, so that seems fishy.
Pledged, not donated, that's not my question.At AMDs website, there is a list of devs that have pledged to use FSR2.0 in their future games. The devs I mentioned were on that list.
https://www.pcgamer.com/fidelityfx-super-resolution-2-xbox-console-amd/nope, it use fp16 or fp32 so works same even on rdna 1
What?Pledged, not donated, that's not my question.
The artice mentioning fsr 2 in ps5 forspoken was based on interview/video in which this sentence wasnt told ;d (tough possible it will be fsr2 in ps5 forspoken)Of course PS5 supports FSR 2.0. It’s GPU agnostic, has nothing to do with ‘RDNA2 implementation’ and it’s already on record that Forspoken on PS5 will support the tech.
we already know its not true as it works faster/better on geforceshttps://www.pcgamer.com/fidelityfx-super-resolution-2-xbox-console-amd/
"It all sounds very promising, and while RDNA 2 is cited as running FSR 2.0 better than other GPU architectures, FSR 2.0 will work cross-platform."
Yep, I never understood why someone saying "hey I have that " means that the other automatically doesn't....That's just some console war bullshit.
Totally agree there, except the game is Forspoken but other than that right on.Right, it's frustrating that AMD does list Xbox but then doesn't list PS for whatever reason they use that approach in their marketing, which leads to confusion...but it's a "we do this" comment, not a "we don't do this" comment. It's up to us to the extra legwork, but unfortunately the panic and outrage and gloating is easier than the research.
What's weirder is that the first retail game to have FidelityFX SR2 is likely to be Forsaken, which is not only coming to PS5 but as of now is not coming to Xbox Series, so the news is out there. I don't know if it's by partnership that AMD only mentions Xbox or if it's official global integration of the SDK (although PCs don't have SDKs, so...) versus availability of developers to individually implement it, or what's holding AMD's tongue, but it's not too hard to get the full picture here. (And thank you for the commenters who quickly reminded us of the Forsaken use, as otherwise there's not a lot else to go on yet... but no reason to flip the table or take a victory lap either.)
Nothing stops this tism!Are we still running with PS5 having fake RDNA2?
I thought we were already past this a long time ago.
This is how easy and immediate it is to access it right now if you want, on github you don't need XDK to get access to it. It is an HLSL source release which is how these tools are created before porting to other APIs and platforms. PSSL is very close to HLSL which means it does not require even a little more work. Just changing some semantics.No marketing, this is just integrated directly into the Xbox development kits. Easy and immediate access to anyone developing games on it.
The artice mentioning fsr 2 in ps5 forspoken was based on interview/video in which this sentence wasnt told ;d (tough possible it will be fsr2 in ps5 forspoken)
Modular backend
The design of the FSR2 API means that the core implementation of the FSR2 algorithm is unaware upon which rendering API it sits. Instead, FSR2 calls functions provided to it through an interface, allowing different backends to be used with FSR2. This design also allows for applications integrating FSR2 to provide their own backend implementation, meaning that platforms which FSR2 does not currently support may be targeted by implementing a handful of functions. Moreover, applications which have their own rendering abstractions can also implement their own backend, taking control of all aspects of FSR2's underlying function, including memory management, resource creation, shader compilation, shader resource bindings, and the submission of FSR2 workloads to the graphics device.
It is not marketing; it was created targeting Windows and DX HLSL so it makes sense that they will announce windows and Xbox Support. Both windows and Xbox support that inherently, all the GPUs on the market support that. Sony's proprietary APIs are not consumer facing so there is no need to announce support even if the same tools and API will work on PlayStation hardware.Right, it's frustrating that AMD does list Xbox but then doesn't list PS for whatever reason
Nothing stops this tism!
That's an interesting and perfectly logical explanation there.It is not marketing; it was created targeting Windows and DX HLSL so it makes sense that they will announce windows and Xbox Support. Both windows and Xbox support that inherently, all the GPUs on the market support that. Sony's proprietary APIs are not consumer facing so there is no need to announce support even if the same tools and API will work on PlayStation hardware.
So God of War will be updated again?AMD Fidelity FX has already been available to devs for a while, but this newer more advanced version has just launched
Can't underclock/undervolt one?I can't answer your question because there are no GPUs of the same architecture on PCs that go at a lower frequency with more CUs for comparison. (the ones I've seen at least)
Comparing different architectures is meaningless and this just tells you that RDNA 2 is better than RDNA 1 regardless of frequencies.
So, that being said, it's best to see results on consoles before making any claims.
Can someone provide a source for this? Because I remember that fsr 2.0 implementation was advertised on the PC release.The artice mentioning fsr 2 in ps5 forspoken was based on interview/video in which this sentence wasnt told ;d (tough possible it will be fsr2 in ps5 forspoken)
Imo its possibility as sony doesnt have yet official support for it and as I understand developers have to spend additional time to make "applicaton's own backend"It is not a "possibility", it will use FSR 2.0. There is nothing preventing it from using FSR2.0, it is literally platform agnostic and easy to implement. it is literally the same API across every hardware and platform. All that is needed is for a platform to provide a backend function call or for an engine to just integrate it without needing a specific platform function call.
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It is not marketing; it was created targeting Windows and DX HLSL so it makes sense that they will announce windows and Xbox Support. Both windows and Xbox support that inherently, all the GPUs on the market support that. Sony's proprietary APIs are not consumer facing so there is no need to announce support even if the same tools and API will work on PlayStation hardware.
It's a meme from the Johnny Depp trialWhat?
Can someone provide a source for this? Because I remember that fsr 2.0 implementation was advertised on the PC release.
At the 1:40 mark it only makes mention of FSR1.0
Wasn't there also an interview with the technical director talking about FSR 2.0?
At the 1:40 mark it only makes mention of FSR1.0
Pledged, not donated, that's not my question.
Right, it's frustrating that AMD does list Xbox but then doesn't list PS for whatever reason they use that approach in their marketing, which leads to confusion...but it's a "we do this" comment, not a "we don't do this" comment. It's up to us to the extra legwork, but unfortunately the panic and outrage and gloating is easier than the research.
What's weirder is that the first retail game to have FidelityFX SR2 is likely to be Forspoken, which is not only coming to PS5 but as of now is not coming to Xbox Series, so the news is out there. I don't know if it's by partnership that AMD only mentions Xbox or if it's official global integration of the SDK (although PCs don't have SDKs, so...) versus availability of developers to individually implement it, or what's holding AMD's tongue, but it's not too hard to get the full picture here. (And thank you for the commenters who quickly reminded us of the Forspoken use, as otherwise there's not a lot else to go on yet... but no reason to flip the table or take a victory lap either.)
I watched that clip. I thought that when they were talking about consoles or PS5, they guy was only talking about loading time.
Even at the point where he said AMD graphics technology will be available on PC and PS5, he immediately talked about graphics options on PC, without mentioning PS5.
Oh, and here is the GDC interview.
Found itWasn't there also an interview with the technical director talking about FSR 2.0?
Found it
The only mention of PS5 was when he was talking about loud times at around the 2:30 mark. He did say FSR would be available on PS5 and PC, but it wasn't specified if that meant FSR2.0
Are we still persisting with this? So how do Nvidia GPU's manage it?If I recall correctly, Sony did not implement all features of RDNA2 in the PS5 console. Perhaps this limits how effective the FX Super Resolution technology can be on the platform?
And? What's PS5 GPU based on? GCN?https://www.pcgamer.com/fidelityfx-super-resolution-2-xbox-console-amd/
FSR2.0 runs best on RDNA2 GPUs, this was confirmed by a PCGamer article back in March. Don't understand why some people get so defensive.
AMD Fidelity FX has already been available to devs for a while, but this newer more advanced version has just launched and should help Xbox and PC games reach their target resolutions and frame-rates more often. Here's Hoping Bethesda makes effective use of this technology for Starfield.
https://www.windowscentral.com/gami...for-xbox-series-xors-and-windows-pc-game-devs