FidelityFX-FSR
FidelityFX-FSR2
FidelityFX-FSR | FidelityFX-FSR2 | |
---|---|---|
49 | 43 | |
1,998 | 1,900 | |
0.0% | 0.4% | |
0.0 | 3.1 | |
almost 2 years ago | 8 months ago | |
C | C | |
MIT License | GNU General Public License v3.0 or later |
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FidelityFX-FSR
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Starfield’s missing Nvidia DLSS support has been added by a free mod
Also DLSS has pretty strict requirements in advertising, requiring nvidia logo & adverts on splash screens and give nvidia any rights to use your app in their own advertising. [0] It's certainly not "free". A completely night and day difference to FSR, which just uses MIT [1]
Lots of people online seem to believe both are "free", so the only reason why you wouldn't implement one is some back room deal. But in my experience, just getting everyone into the same room to sign off on things like that is hard.
[0] https://github.com/NVIDIA/DLSS/blob/main/LICENSE.txt
[1] https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/maste...
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Nixxes graphics programmer: "We have a relatively trivial wrapper around DLSS, FSR2, and XeSS. All three APIs are so similar nowadays, there's really no excuse."
"IT doesn't work that way. DLSS may be a click in some Unreal Games, but custom engines? Yeah, no. You need to modify the code to implement it, which is PROHIBITED by the license Nvidia has you accept when you accept their SDK terms: https://github.com/NVIDIA/DLSS/blob/main/LICENSE.txt DLSS is not FOSS (Free and Open Source) like FSR. For comparison, FSR's license that lets you do whatever the hell you need to get it functioning in the game or improve performance: https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/license.txt Blame Nvidia for devs not wanting to touch non-free code and enter a legal agreement where they may be litigated down the line...for implementing a technology that SELLS Nvidia GPUs. It's literally like me threatening to sue you for bringing customers to my business. Again, blame Nvidia. By the way, they are also the one that sold you the feature, so let them be the one to implement it. I keep hearing Nvidia is a "god tier software company" but can't implement DLSS on the driver side? Somehow I don't buy it, especially when they release game-ready drivers anyway. And before someone brings up the BS argument it needs game data, anyone can find those memory addresses to get to the engine or they can ask. Considering they are Nvidia, don't think any game dev will keep silent about it or how to interface with their game if there are driver issues. EDIT: Also just so you know, XeSS is also under a similarly stupid license as DLSS XeSS License: https://github.com/intel/xess/blob/main/licenses/LICENSE.pdf Keep in mind this nugget from Intel's license: "No reverse engineering, decompilation, or disassembly..." Only issue is that games need to be DECOMPILED when DEBUGGED! "
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Nvidia Video Super Resolution Comes to Firefox: How to Test
FSR 1.0 is a simpler, open source implementation, isn't it?
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Portal RTX (Remix) - underutilization on RDNA2 hardware
Same Unity release had also included FSR (which are open-source shaders: one, two)
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I'm a noob
It’s also only part of FSR. If the point your trying to make is that FSR is just fancy lanzcos, it’s not. You can see for yourself if you’re able to read C code: https://github.com/GPUOpen-Effects/FidelityFX-FSR
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Upscaling video using ML
I'd recommend using AMD's FSR1 instead for this. It's designed for games so it should run very fast and looks reasonably good (using Lanczos).
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OW2 Settings - High Quality Upsampling
High quality upsampling is a shader to upscale lower render scale images into your native display resolution, for the implementation see: https://github.com/GPUOpen-Effects/FidelityFX-FSR
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Anyone else see those ludicrous rtx 4090/4080 prices?
It goes one further too because FSR is open source so if you wanted (and knew what you were doing) you could go and look yourself https://github.com/GPUOpen-Effects/FidelityFX-FSR
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It's time to upscale FSR 2 even further: Meet FSR 2.1!
Here's a rather concise explanation. And again, the source is available.
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There is a CPU-bound problem with Tarkov since the wipe...
FSR source code is available on Github, so is much better documented FSR2.0.
FidelityFX-FSR2
- AMD FSR is the building block for Apple's hybrid MetalFX upscaling tech
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Since the RX 7600 has more than 2x the theoretical compute per CU as a 6600xt (43 TF vs 21 TF) is there any compute use cases where dual issue SIMD32 actually bears fruit?
- https://github.com/GPUOpen-Effects/FidelityFX-FSR2/releases/download/v2.2.1/FidelityFX-FSR2-v2.2.1-prebuilt-sample.zip
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AMD Screws Gamers: Sponsorships Likely Block DLSS
AMD's scaler is open-source. Here's the github for FSR2.
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Competitive practices
Sure, go ahead: here is the link. Go contribute and make it better, as it's an OPEN SOURCE project.
- Nixxes graphics programmer: "We have a relatively trivial wrapper around DLSS, FSR2, and XeSS. All three APIs are so similar nowadays, there's really no excuse."
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AMD to be Bethesda's exclusive PC partner for Starfield, FSR2 support at launch - VideoCardz.com
DLSS is a proprietary black box that developers have no control over (bad). FSR is open source, you can check the code, fix the code, modify the code, and port it to new devices (good). It also means there is a community of developers who are trying new things and submitting code for inclusion (there are currently 148 forks on the github).
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Thoughts on recent events.
literally not true. FSR has been constantly updated in the background and 2.2.1 was released 3 weeks ago.
- [TweakTown] AMD sponsored games with FSR don't feature NVIDIA DLSS support, and that's a little strange
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Layers of Fear 2023 game ships with non-working FSR probably due to missing FSR API files
If I get the FSR API files (ffx_fsr2_api_dx12_x64.lib, ffx_fsr2_api_vk_x64.lib and ffx_fsr2_api_x64.lib) from github what directory structure do they need to go into? Looking at working DLSS and XeSS as a template...
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OpenGL port of FSR 2
From the official docs:
What are some alternatives?
FidelityFX-CAS - Contrast Adaptive Sharpening (CAS)
REFramework - Scripting platform, modding framework and VR support for all RE Engine games
FSRCNN-TensorFlow - An implementation of the Fast Super-Resolution Convolutional Neural Network in TensorFlow with a focus on artifact mitigation
DLSS - NVIDIA DLSS is a new and improved deep learning neural network that boosts frame rates and generates beautiful, sharp images for your games
Magpie - An all-purpose window upscaler for Windows 10/11.
Q2RTX - NVIDIA’s implementation of RTX ray-tracing in Quake II
proton-ge-custom - Compatibility tool for Steam Play based on Wine and additional components
vkcv-framework - Mirror from https://gitlab.uni-koblenz.de/vulkan2021/vkcv-framework.git
Waifu2x-Extension-GUI - Video, Image and GIF upscale/enlarge(Super-Resolution) and Video frame interpolation. Achieved with Waifu2x, Real-ESRGAN, Real-CUGAN, RTX Video Super Resolution VSR, SRMD, RealSR, Anime4K, RIFE, IFRNet, CAIN, DAIN, and ACNet.
Streamline - Streamline Integration Framework
realsr-ncnn-vulkan - RealSR super resolution implemented with ncnn library
WispRenderer - RTX Ray Tracing Renderer, made by Y3 students at Breda University of Applied Science