Team Red talks FSR upscaling.

Everyone wants extra performance from their PC hardware, right?

So when Team Red asked us if were interested to talk FSR, we jumped at the chance.

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AMD’s approach is different, both in terms of technology and philosophy.

The two key technologies to use this initially were checkerboard rendering and temporal super-sampling.

Then there is the philosophical angle too.

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Intel XeSS aims to be more open but certainly to begin with, there’s no source access.

All of which leads into this interview withNick Thibieroz, Director of Game Engineering at AMD.

Also, what of the future?

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FSR is in a 1.0 state, improvements are surely in the pipeline, so what should we expect?

We felt this goal was especially important given the current climate around GPU availability.

After all, the game development industry has always been about sharing knowledge!

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As the process evolved though, it became clear we had something special.

So, we set ourselves another objective, which was to achieve wide and rapid adoption.

Specifically, we provided support for engines and features that many developers are already using.

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I’m curious why AMD ruled it out?

Nick Thibieroz:We did not rule anything out!

In some cases, ML is a no-brainer, it is the best and possibly only way to go.

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The mere presence of ML in a solution does not imply you are going to get great results.

FSR works well with most forms of AA we’ve tried: MSAA, TAA, FXAA etc.

However, the quality of the underlying AA implementation is critical to the final upscaling quality produced by FSR.

This is one of the great benefits of the open-source approach!

Could your work with FSR roll back into your designs for your next generation GPU hardware scaler?

With multiple research efforts happening in parallel, several technological directions are being considered.

I look forward to speaking with Digital Foundry again once we’re closer to announcing something.

Is this a philosophy you’re completely wedded to - or would you consider leveraging DX12 Ultimate features?

DX12 Ultimate features include DXR 1.1, Variable Rate Shading, Mesh Shader and Sampler Feedback.