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Discussion in 'Assets and Asset Store' started by Alterego-Games, Nov 4, 2022.
Same, Directx11 and Switch are where FSR is most needed.
Any news about this asset since last time?
We’re still working on it, Birp had a small set back, for which we had to find a fix. These different renderpipelines didn’t make it easier creating assets. Early 2023!
Happy New Year! Fsr 2.0 for urp and unity 2021.3 and dx11? It will be ok? Release date? 2023 first quater?
Happy new year to you too!
Sometime early 2023 is the planning for birp, hdrp and urp. For dx12 and vulkan.
So, do you need an AMD card for this?
Nope, it will work on any gpu that supports DX12 or Vulkan.
So cool, sorry to ask, when will it be available, it means that any game could get a performance boost basically!
Indeed, thats why its such exciting tech!
Unfortunately Unity is not the easiest engine to integrate it into, its taking us a bit more time to get it stable than first anticipated with all these renderpipelines.
We do have it working on all renderpipelines, now “just” to get it fully stable!
Pretty cool, how can I be notified of when it is available? Hope the price is not too steep
I’ll update this forum post with links to the Asset store. Can’t be sure about the exact price yet, but I want it to be accessible!
I'm waiting with impatience for the Asset Store link!
Me too! However we just came across a crippling error that caused insta crashing in a build when Graphics Jobs are enabled, which for obvious reasons (performance) we want to be able to keep enabled!
Have you considered selling separate packages for different rendering pipelines. The guys developing Beautify do it that way. It seems fair if it's that much work.
Oh man! Noooooo
If you need any beta testers I raise hand to volunteer!
Has there been any development on the release date?
Unfortunately not, we’re still having issues regarding dx12 and graphic jobs.
And dx11 is ready?
DX11 isn't supported by AMD
I check this thread every day and thinking, "When will it be released?"
As we need it for our own projects as well, the tools is prioritized internally as well. I'm very sorry it takes longer then planned!
I am gonna place a ward here. Let me know when you launch the product
AMD just released the FSR 2.2 source on github. Maybe that could help with things?
It has a few improvements, and can potentially make things look much better when using the built-in renderpipeline, so that is good, but it doesn’t seem to fix other difficulties. But we’ll get there!
For DX11 support,
please look at "Skyrim Upscaler" mod.
They implemented FSR2, XeSS and DLSS2 inside Skyrim SE, that uses DX11.
afaik, they had to implement a hybrid solution, so you need a DX12 compatible GPU, but the game is still using DX11.
It is open-source, but there seem to be 2 part of it. At least one is open-source.
- https://github.com/PureDark/Skyrim-Upscaler (https://www.nexusmods.com/skyrimspecialedition/mods/80343)
- https://www.nexusmods.com/site/mods/502 (The other part needed, maybe not open source ?)
edit : The "second part" seems to be available on the skyrim-upscaler repo, in /include/PDPerfPlugin/PDPerfPlugin.h
Sadly the repo is quite outdated, but afaik he fixed stuff elsewhere
This is awesome, we've done a bit of research, and theoretically it is possible, to make Unity DX11 work with FSR 2.2 on DX12 as long as you're using a DX12 compatible gpu (which shouldn't be a big issue, as most dekstop GPU's support DX12 for over ages)
That's great because even on the latest 2022.2 DX12 implementation is so bad, I loose like 60% of frame rate.
Hmm, interesting, any particular reason you decided to go with implementing FSR instead of DLSS?
FSR is supported on all modern gpu’s, for DLSS you need an Nvidia card.
I wonder if you have tested this asset with any "real world" projects, if not I am willing to help test that
We’re definitely testing it out on “real world” projects. In practice it seems that if you’re cpu bound, you’ll see small to no gains(just lower gpu usages), if you’re gpu bound you can get massive fps improvements.
Will it be distributed as an UPM package? Even though it's sold on the Asset Store (.unitypackage), it would be nice to still use the UPM ecosystem.
How long before release of fsr 2.1 or are you doing 2.2 as well.
I have a question regarding HDR. The unity implementation of FSR 1.0 makes HDR output not work in URP (Mentioned at the bottom of HDR docs here: High Dynamic Range (HDR) Output | Universal RP | 15.0.4 (unity3d.com)). Will this asset have the same limitation?
We have added HDR support like AMD suggests on their git repo, so it shouldn't be a problem!
Very interested. Any idea when you might release this?
We've just made a big breakthrough with one of the biggest issues we had, currently we have working FSR 2.2 support for BIRP and HDRP.
Next up is URP, cleanup & documentation!
One bummer though, it seems the Unity Assetstore team is very understaffed, it might take much longer to get approved.
Good news! How much time is the URP version?
Hopefully not too long! We already have it working, just not stable enough yet.
Status update about Graphic jobs on DX12 causing a crash has also been fixed
URP version is also almost finished, only grabbing the Motion Vectors is on the todo list. In our understanding URP 12 and up has Motion Vector support (FSR 2 really needs them). Getting there!
This is really exciting to hear! I have quite a few players of my game asking for FSR 2.0 so will be implementing this as soon as its finished!
Wow! That would be wonderful! The game I'm developing has a small partnership with AMD and I was extremely sad to tell them that I wouldn't be able to bring FSR 2 because I didn't know how to do the integration manually. Seeing this post got me really excited and puts it in my plans to migrate to Unity 2022 to be able to use DX 12.
Do you have any release date? Would it be possible to bring an early access version?
Hopefully this will work with VR applications using DX11 and BIRP and if it could run before Post Processing and UI elements
Have you had the opportunity to test your FSR2.x implementation against any Apple Silicon hardware?
Cool! Unfortunately no release date yet, but we're working on it.
We've not tested it for VR, we should be able to get it working for VR, but its not on the list of priorities as of yet, I will add it to the wishlist though!
Sorry no, FSR 2 currently only works on windows platforms, while in theory we should be able to port it to Metal, but Apple has released their own version of FSR called MetalFX upscaling (https://developer.apple.com/documentation/metalfx). I have already added this to my wishlist. Ideally we will have a working solution for all major platforms eventually. But first URP, HDRP and BiRP for windows.
Add us to the list of those eagerly awaiting news of this!
Let me update you with great news than: We've added support for DX11 to FSR 2.2 for all renderpipelines as we've build our own DX11 backend!
Apart from that, we've added the asset into the Unity Assetstore review queue.
Any news? Activated?
Still in the queue