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Official AMD FidelityFX Super Resolution (FSR) preview now available!

Discussion in 'High Definition Render Pipeline' started by UnityMaru, Jul 15, 2021.

  1. creat327

    creat327

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  2. Alterego-Games

    Alterego-Games

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    Fangh likes this.
  3. mgeorgedeveloper

    mgeorgedeveloper

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  4. JiRo_Dev

    JiRo_Dev

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    This is 2023 and FSR 1.0 was implemented in Unity back in 2022 (meaning Unity 2021.x versions), my question is: "Is that FSR implementation runs on mobile phones? The only requirement I saw is Shader Model 4.5 but no word on mobile support"
     
  5. wwWwwwW1

    wwWwwwW1

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    Hi, URP FSR 1.0 should support mobile platforms with shader model 4.5 (OpenGL ES 3.1, doesn't support WebGL 2).
     
  6. Alterego-Games

    Alterego-Games

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    FSR 2 can run on any mobile supporting Vulkan (android) and/or Metal (ios)
     
  7. Valtiel_

    Valtiel_

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    Does someone managed to apply the patch available here : https://gpuopen.com/unity/ (https://github.com/GPUOpen-Effects/FidelityFX-FSR-Unity-URP) ?

    The patch has been made for URP 10.6.0, but even after downgrading to this version on an empty project. I'm unable to apply this patch.

    The best for me would be to patch the URP 12.1.11, but this version is so different from the 10.6.0 that it's very difficult to apply the patch manually. (sometime I don't even know what piece of code I need to modify)
     
  8. Alterego-Games

    Alterego-Games

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    Why not use FSR 2?
     
  9. Valtiel_

    Valtiel_

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  10. mgeorgedeveloper

    mgeorgedeveloper

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    No pressure, but I'm hoping you will do FSR3 on the asset store, asap :cool:
     
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  11. Alterego-Games

    Alterego-Games

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    They have to release it as open source first!
     
  12. denevraut

    denevraut

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  13. Alterego-Games

    Alterego-Games

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  14. sebas77

    sebas77

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    does it work on mobile?
     
  15. Alterego-Games

    Alterego-Games

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    It does, however there is no guarantee it will increase performance. That purely depends on the project. The older or slower the hardware, the less efficient the AMD FSR code runs.
     
  16. sebas77

    sebas77

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    and how it compares to FSR1 in terms of performance?
     
  17. mgeorgedeveloper

    mgeorgedeveloper

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    Not sure, but I think the quality is much better.
     
  18. Alterego-Games

    Alterego-Games

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    Well, you have to keep in mind, that the performance increase comes from lowering the rendering resolution. FSR/DLSS just makes it look good. DLSS is "cheap", as it runs on dedicated hardware that isn't being used to actually render the scene. FSR 1 and 2 both have a cost, FSR 1 less than 2.

    See here the performance cost table AMD made for FSR 2:


    So if you want to calculate how much performance you will gain, check how much milliseconds you gain from lowering the renderering resolution by 1.5, 1.7, 2.0 and 3.0 (the FSR quality modes) and then remove the value from the above table (from the gpu or equivalent) from it.

    For older and/or mobile gpu's the GPU hit can be bigger then the gain, but it all depends on your project.
     
  19. sebas77

    sebas77

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    FSR1 looks good enough, if FSR2 is not faster with its improvements, I would understand why Unity didn't update it.
     
  20. Alterego-Games

    Alterego-Games

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    FSR 2 looks way better than FSR 1, plus FSR 2 has AAA Temporal Anti-Aliasing built in.
     
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  21. sebas77

    sebas77

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    yeah ok this makes sense too, so it would depend by the type of game basically.
     
  22. Alterego-Games

    Alterego-Games

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    Personally I would say that all mobile & Switch games should use FSR 1, all others should use FSR 2/FSR 3/DLSS (for when FSR 3 will be available).
     
  23. blaher

    blaher

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    FSR3? Sept 29h was release I think? And Thanks! FSR2 isn't bad but looking forward to playing with 3
     
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  24. Alterego-Games

    Alterego-Games

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    The release date for partners, not the open source release!