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[Released] FSR2 - Boost your FPS with AMD FidelityFX™ Super Resolution 2.0 (FSR 2) Upscaling

Discussion in 'Assets and Asset Store' started by Alterego-Games, Nov 4, 2022.

?

What would you be willen to pay for AMD FSR 2.0 support

  1. 2 - 5 dollar/euro

  2. 5 - 10 dollar/euro

  3. 10 - 15 dollar/euro

  4. 15 + dollar/euro

  5. 0 dollar/euro

  6. I'm not interested in FSR

Results are only viewable after voting.
  1. dklassic

    dklassic

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    Congrats on releasing the asset! I've been following the thread for a while and just when I blinked the asset has been released.
    I'm curious if this means DLSS/XeSS support for Built-in and URP is also possible now? AFAIK all the input they require are identical.
     
    lacas8282 and Alterego-Games like this.
  2. smash-ter

    smash-ter

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    Hopefully VR support can come soon
     
  3. Bwacky

    Bwacky

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    Regarding this issue here, downgrading the FSR package to a prior version (the one from the demo released on day 1 alongside FSR) takes care of the errors and works perfectly fine (albeit I'd really like to be able to update/use the newer versions). I'll be trying to figure out what exactly makes the error pop up tomorrow.
     
  4. Alterego-Games

    Alterego-Games

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    I haven’t seen that error yet, weird that it got introduced in a later update. i’ll have to look at it when I get back from holiday!


    Thank you! And yes, in theory it should! It will be something I will be looking into as I really would like to support them all!
     
    Last edited: Jul 1, 2023
    dklassic and lacas8282 like this.
  5. uwn

    uwn

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    +1 VR support.
     
    Alterego-Games likes this.
  6. Alterego-Games

    Alterego-Games

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    Its high on the backlog, but I am afraid it requires quite a bit of work!
     
  7. stylotylo

    stylotylo

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    Unfortunately can't seem to get this working at all in my URP project. I'm on 2022.3.3f1. It's just outputting at a lower resolution in my game window, and strangely the camera is flipped upside down. Is there anything with Cinemachine and vcams I might be missing? No changes in moving it anywhere new within my render features chain either, below is just the latest configuration I tried. Also it's possibly caused Buto to stopped working, but I imagine I'll need to investigate that one further.

    upload_2023-7-3_12-10-10.png
     
  8. Alterego-Games

    Alterego-Games

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    Have you tried opening the demo project in 2022.3.3f1? I think some other plugin is causing this, but its hard to tell. I have seen somebody else with this problem on the forum here, so might be worth checking out previous posts. I’m sorry I can’t be more of a help for now as I’m on holiday.
     
  9. swantonb

    swantonb

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    Alterego-Games likes this.
  10. Alterego-Games

    Alterego-Games

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    How do you turn off FSR 2? By setting the quality to off, or by disabling the script on the camera?
     
  11. swantonb

    swantonb

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    I tried it both ways, at first i would disable the script but I've tried setting the quality to off too and keeping the script enabled at all times, still same result
     
    Alterego-Games likes this.
  12. Alterego-Games

    Alterego-Games

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    Do you have the same results when using the provided demo project in that Unity version?
     
  13. swantonb

    swantonb

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    I must be blind, which demo?
    https://gyazo.com/76acff34d5df484a7935fc5c3304ef50

    I keep forgetting about this thread and that I have a pending response, do you have a Discord so we could talk faster?
     
    Alterego-Games likes this.
  14. Alterego-Games

    Alterego-Games

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    The demo’s are separate downloads, check the documentation on how to download them!

    You can join my discord here
     
  15. swantonb

    swantonb

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    Roger that. I'll test the demo in the unity version im using and get back to you in Discord. Cheers!
     
    Alterego-Games likes this.
  16. nikescar

    nikescar

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    I have yet to buy your asset but it is on my list of must haves. Looks like you all did a great job at making an easy to use and truly multi-platform asset.

    I just saw that AMD posted a URP render feature to github: https://github.com/GPUOpen-Effects/FidelityFX-FSR2-Unity-URP

    Maybe looking at their implementation would be helpful or have some interesting ideas for future development.
     
    Alterego-Games likes this.
  17. Alterego-Games

    Alterego-Games

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    Thanks for the headsup, its very interesting to see how AMD has implemented FSR 2 for URP indeed. However its a real shame they only did so for windows platforms.
     
  18. denevraut

    denevraut

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    Looking forward for VR support !
     
  19. Astfgl

    Astfgl

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    Somebody should tell these people that FSR 2.2 has already been fully ported to Unity and that the community is way ahead of them in making URP, HDRP and BiRP integrations. :D
     
    Alterego-Games likes this.
  20. Alterego-Games

    Alterego-Games

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    To be fair, more people working on tech like this, the better!
     
  21. nikescar

    nikescar

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    If AMD was smart they would through bags of money at Alterego-Games to include it in their official plugins like they do for Unreal
     
    VirtusH and Alterego-Games like this.
  22. Alterego-Games

    Alterego-Games

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    :p I wouldn't say no to that!
     
    VirtusH likes this.
  23. Abnormalia_

    Abnormalia_

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    Is VR support planned?
     
    pierre92nicot likes this.
  24. Alterego-Games

    Alterego-Games

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    I still have to research the possibilities, its on my todo list, but so are a few other features!
     
  25. Abnormalia_

    Abnormalia_

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    I see, VR will be no1 “client” for that. As performance and optimization is most important there
     
  26. Alterego-Games

    Alterego-Games

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    I wonder how well TAA is for VR, doesn't it make things too blurry for VR usage?

    Since FSR 2 uses a custom TAA as well (+ a upscaling algorithm).
     
  27. ParacyteZero

    ParacyteZero

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    Nah TAA looks fine in VR. TAA only looks egregiously bad at low resolutions and framerates imo, neither of which VR is 'supposed' to have - so assuming the dev configured their TAA and motion vectors correctly, it's fine. DLSS looks great so I imagine FSR2 wouldn't have too much to worry about, since FSR2 typically doesn't seem quite as blurry as DLSS. FSR1 and TAAU on the other hand are downright awful butt ugly deep fried hell in VR, so... yeah, FSR2 for our AMD VR frens plz haha
     
    Alterego-Games and Abnormalia_ like this.
  28. Alterego-Games

    Alterego-Games

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    Good to know! I’ll do some preliminary research to be able to make an estimate for the amount of work it’ll require to add VR support and report back once I have an estimate.

    And yes, FSR 2 seems te have better upscaling results than DLSS 2.4. At least it does for the Unity implementation.
     
    pierre92nicot likes this.
  29. Bwacky

    Bwacky

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    Are you back from vacation yet boss? Did you have a sec to take a look at that weird issue I have on the newest version that's out? :D

    Mean this one https://forum.unity.com/threads/rel...0-fsr-2-upscaling.1357190/page-6#post-9114823

    Works fine on previous FRS versions, just not on the latest Asset Store one, so I'm just sitting on the initial release for now (which seems to look a bit worse than the newest one - when it works).
     
    Alterego-Games likes this.
  30. tr1stan

    tr1stan

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    Hello,

    With Unity 2021.3.26f1, URP and DX11 I got zero performance increase from FSR enabled. My computer is i5 12500h and Iris Xe, which should be GPU bounded.

    I can get performance boost from lower resolution from 1080p to 720p, like about 20% increase in framerates.

    But with 1080p and FSR quality, which should be rendered at 720p and upscaling, no framerate increase. Same result for FSR performance and balanced. That's very strange.

    With unity 2021 I can't find the option to force enable motion vector on mesh renderers. Do you think that's the issue for the performance?
     
    Alterego-Games likes this.
  31. Alterego-Games

    Alterego-Games

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    Yes and yes! It should be fixed in the next update! But you could join my discord if you want and I can send you the fix so you test if it works for you!


    Are these results in a build or in editor? Often editor performance is cpu bound.
     
    Bwacky likes this.
  32. lacas8282

    lacas8282

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    Dlss please :)
     
    Alterego-Games likes this.
  33. Astfgl

    Astfgl

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    What you need to understand is that FSR2 is not a magical "make things go faster" button. FSR2 itself is not a cheap technique to run, it takes up a significant amount of GPU time. Whether that gets compensated by rendering the game at lower resolution depends very much on what you're rendering and how much its rendering performance is affected by resolution.

    If you're drawing fillrate-heavy scenes, for example with lots of alpha effects, or lots of foliage, or are using expensive pixel shaders with a lot of texture sampling, or even use exotic effects like ray tracing, then you'll very likely see a large boost in performance from using FSR2. If on the other hand your scenes and shaders are relatively simple, then it might not matter as much.

    Since you say you get about a 20% increase in framerate going from 1080p down to 720p, I'd say that that gain is likely getting eaten up again by running FSR2 in Quality mode at 1080p. FSR2 adds a fixed GPU time cost to each frame, the size of which depends on the output resolution and the chosen quality mode. If you want to know exactly how much time each render step takes and how those relate to each other, you'll need to use a GPU profiler like Unity's internal Profiler, RenderDoc, or PIX. Those can give you a lot more insight where your bottlenecks are and how your performance is affected by resolution.

    You should also give FSR2 a try at resolutions higher than 1080p. If you target 1440p or 4K output resolution, you're much more likely to see a large benefit from FSR2 upscaling. It's quite amazing how FSR2 Performance mode can make 4K gaming achievable on a mid-range graphics card by upscaling from a 1080p internal render resolution.

    No, if motion vectors are missing you'll clearly see that in the form of pixellation and streaking artifacts on moving objects. It won't affect the performance of FSR2 though. If anything, rendering motion vectors adds a bit of GPU cost as well so things will be ever so slightly slower when they're enabled.
     
    Ryiah likes this.
  34. wcavell

    wcavell

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    :)
    I tested AMD's FSR2 URP solution to solve my split screen problem https://github.com/GPUOpen-Effects/FidelityFX-FSR2-Unity-URP
     
    Alterego-Games and Dark-1-Games like this.
  35. Bwacky

    Bwacky

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    Gonna DM you at a reasonable time on Discord tomorrow then, thank you!
     
    Alterego-Games likes this.
  36. Alterego-Games

    Alterego-Games

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    Glad to hear you found a fix, such a bummer their version is windows only… I’m working on a new version that adds support for a lot of edge cases like splitscreen and camera stacking. Doing some final testing today before pushing to the store!


    Sure thing!
     
    Bwacky likes this.
  37. ansp_0627

    ansp_0627

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  38. Alterego-Games

    Alterego-Games

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    You can get the invoice number from the receipt you from the Unity Asset Store
     
  39. stylotylo

    stylotylo

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    Have been dealing with other issues so sorry for the delay in responding! I've used the demo and that works, so I'm struggling a bit to find the issue in my project. Looked through previous posts and tried their advice, but no luck. Here's a video where I run through the different settings, any feedback on what might be happening would be appreciated.

     
    Alterego-Games likes this.
  40. Alterego-Games

    Alterego-Games

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    Try updating to the new 1.3 version. Are you using multiple camera’s by any chance?
     
  41. stylotylo

    stylotylo

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    Yep, I have an overlay camera for my radar. Seems to be part of the issue. The new version doesn't flip the vertical axis anymore, but I'm getting some strange colour issues which seem to do with the overlay camera, as seen below. In runtime I see that an FSR2_URP script get placed on the camera, if I disable it I'm back to the original colours. Although I see that FSR2_URP is still enabled on the main cam, I'm not actually sure if it's working, maybe it's so good i cant tell? :)

    Thanks for your help!

    upload_2023-7-27_17-41-52.png
     
    Alterego-Games likes this.
  42. Alterego-Games

    Alterego-Games

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    It does look like FSR is on, in the screenshot.

    The new version has added support for stacked camera’s. Its also described how to use in the documentation. Could you double check woth the documentation, if you are using it as intended?
     
    Last edited: Jul 28, 2023
  43. stylotylo

    stylotylo

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    Yeah I was looking at this after the upgrade to 1.3 and think I'm doing everything right. Here's my setup.

    FSR2_URP script on my base camera. Overlay Camera included in the stack on this camera. I realize what I wrote in my previous post may be confusing, I meant that I noticed a FSR script pops up during runtime on my overlay camera, I assume this is part of how FSR takes care of overlays. I did not manually place one on the overlay camera, just for clarification. I'm using a Cinemachine vcam setup but I'm unsure how that might be affecting things. I don't have FSR on any of that.

    So below I've disabled my overlay camera, removed it from the stack, disabled my global volume and disabled all Renderer Features, and here is the difference between FSR off and FSR on. Seems to be something else going on, but I'm unsure what.

    upload_2023-7-28_9-27-10.png
    upload_2023-7-28_9-27-27.png
     
  44. Alterego-Games

    Alterego-Games

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    Not to worry! I understood you about FSR on the overlay camera's, to make it work I automatically add and setup FSR on the overlay cams.

    I have noticed an issue were the top Overlay camera on a stack doesn't render Post Processing in some cases. To temporarily fix this, you can add another overlay camera in the stack that doesn't render anything. Perhaps this fixes a part of your issue. Also, could you try to enable the "Stop Nan's" on the base cam?
     
    Last edited: Jul 28, 2023
  45. mgeorgedeveloper

    mgeorgedeveloper

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    Hello again!

    So today I upgraded from 2022.3.2 to 2022.3.5 LTS.
    HDRP version is 14.0.8 (not sure if this changed between the two unity versions).

    So I started fresh, copying HDRP into local packages and re-applying the required changes so that no errors were shown.

    I then restarted the project for good measure.

    But now it seems that FSR2 is stretching the image based on your Quality setting (the lower the quality, the more the stretch:

    FSR2-STRETCHING.png

    For reference, here's what the scene looks like with no upscaling enabled:

    FSR3-DISABLED.png

    So either there is some incompatibilities with 2022.3.5 LTS, or I potentially missed some step, so maybe you have an idea or two?

    THANKS!
     
    Alterego-Games likes this.
  46. Alterego-Games

    Alterego-Games

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    I’ll check 2022.3.5 + HDRP asap!
     
  47. m4robb

    m4robb

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    Hi there. I'm using the upscaler on HDRP, 2023.1.3, on a PS5 devkit and it plays back with the play screen inset in the lower lefthand corner of the screen. Am I missing something in the setup ? I followed all the instructions for HDRP, including patched the pipeline files, adding the custom pass, the script to the camera, etc, but still this inset that occupies a quarter of the screen. Thanks for any insight
     
    Alterego-Games likes this.
  48. Alterego-Games

    Alterego-Games

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    It’s possible Unity had changed something in 2023.1.3, breaking it for certain platforms, I’ll have to check it out!
     
  49. m4robb

    m4robb

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    Great, thanks. I'll stay tuned for your findings, hopefully its something in the updated render pipeline code so easy to patch on my end. Also will be one of those pesky people and add another plus one for VR compatibility
     
    Alterego-Games likes this.
  50. IronStomachVR

    IronStomachVR

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    Me too. PS VR2 as well. Keeping an eye on this thread.
     
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