FidelityFX Super Resolution will be available in Unity 2021.2b soon. For developers who want to get their hands on FSR now, check out the latest release on Github!
AMD FidelityFX Super Resolution (FSR) uses cutting-edge super-optimized spatial upscaling technologies to help boost framerates with and deliver high-quality, high resolution gaming experiences.
SUPER-OPTIMIZED SUPER RESOLUTION
The state-of-the-art spatial upscaling algorithm delivers near-native resolution quality gaming experiences with super high-quality edges and distinctive pixel detail.
INDUSTRY STANDARD
Based on industry standards and will be fully open source and will be available on GPUOpen.com under the MIT license [on 7/15].
Supports DirectX® 11, 12 and Vulkan® out-of-the-box.
Complements other GPUOpen open source FidelityFX developer technologies.
CROSS-PLATFORM
FSR solves a game developer pain-point with a single scalable upscaling solution that supports a broad spectrum of products.
FSR is hand-optimized for fast performance and works from APU to ultra-enthusiast graphics cards* and does not require any specialized upscaling hardware for support.
FSR is not limited to the latest GPU architectures only – it runs on a large variety of GPUs, including from both AMD and NVIDIA.*
EASY TO INTEGRATE
FSR delivers the same great experience that developers expect from AMD FidelityFX, with a low barrier of entry.
Designed to be easy to integrate via single compute shader solutions without external dependencies.
Minimal integration requirements for developers when compared to other upscaling solutions – FSR does not rely on other data such as frame history or motion vectors.
Supports both fixed and arbitrary resolution scaling.
*AMD FidelityFX Super Resolution is supported on the following AMD products: AMD Radeon™ RX 6000, RX 5000, RX 500, RX 480, RX 470, RX 460, RX Vega Series graphics cards & all AMD Ryzen™ Processors with Radeon™ Graphics. AMD does not provide technical or warranty support for AMD FidelityFX Super Resolution enablement on other vendor’s graphics cards. GD-187.
Getting Started
Unity developers can enable FSR by enabling DRS on your HDRP quality settings, and selecting “FidelityFX Super Resolution 1.0” under the Upscale filter option. FSR settings can be tweaked along in the dynamic resolution panel.
More information
You can learn more about AMD’s FidelityFX Super Resolution technology here.
Awesome! HDRP already has a good amount of upscaling options.This is a very welcome addition
Also looking forward to the upcoming temporal upsampling.
Will help a lot with GPU performance. Really nice to see the improvements to dynamic resolution in general.
Will be really interesting to see the improvements AMD and maybe the open source community make to FSR in the future. Hope unity keeps it up to date.
Are there any plans to support this in Metal? This would be perfect for the new Macs, which have a very high screen resolution but are only capable of rendering at roughly 60% that.
So you’d start with 1440x900 and then upscale to 2560x1600, which would look wonderful as the source resolution is already pretty good.
I’ve requested URP support for DLSS in past as well. I really do hope Unity does consider bringing both DLSS and FSR to URP too. Current technical limitations aside, it would be silly if they do leave these feats to HDRP -only. I get that getting DR running in a way that these techs require does involve a lot of work on URP side but I’m hoping it can still happen.
When I asked about getting DLSS to URP, this was the developer response:
I’m posting this quote here just for awareness so people know what is involved here, most of these things probably have to happen before FSR could work on URP as well.
As another note, Unity still keeps adding a ton of URP / HDRP specific features that only land on one of them and often these features are such that would benefit both and the cross-SRP goal Unity has. In addition, I’d love to see Unity add some x-pipeline roadmap to the current roadmap site so we could see better how that work is going
Doing HDRP first makes sense, as this tech is mostly intended for 4K gaming on consoles, where games often run at a dynamic resolution. This would replace the existing upscaling tech there.
We’re not in 2019 anymore. HDRP has a lot of features that aren’t in built-in and it’s clearly production ready, as proven by the games that already shipped with HDRP.
[quote=“Wolfos, post:15, topic: 848517, username:Wolfos”]
Doing HDRP first makes sense
[/quote]It absolutely does, especially for non-VR use. HDRP is still stuggling in VR even with the massive boost you get from DLSS, hence people wanting to see this tech in URP VR.
Basically what I and many others here would love to know is if Unity is planning on porting this work to URP in the future or not.
It’s a shame that HDRP is not production ready for android, quest, switch, scalable games, most laptops etc and Unity claims URP will succeed built-in.
At this rate I very much consider URP to be complete as actions speak louder than words or little online to-do lists. This was determined by how many years since LWRP came out. I mean it’s been a few years since they changed the name to URP as well. Time flies.
Which means if you want a scalable title that runs on low and high end with FSR / DLSS - use Unreal Engine, otherwise use HDRP - according to Unity’s actions.
(By default, I make conclusions and decisions based on what actually happened rather than just what people say or assume)
It’s actually possible to back port FSR TO 2020 LTS. Edge of Eternity as already added.
I am not using the hybrid rendering so not an issue for quite a few of use
Ah, my response was really meant to describe what Unity typically does in these types of scenarios. If you are willing to backport it yourself then that’s a whole another thing. If you do it yourself, main limiting factor would be actual native (c++) side changes Unity may have done to support feature x as those can’t be backported by engine users.
For example I had TAA improvements running on way older HDRP versions which Unity eventually landed it on and this was possible because it was only C# and shader code change.
But in the nutshell: unless it’s a bugfix, it typically won’t be backported by Unity.