FidelityFX-FSR
proton-ge-custom
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FidelityFX-FSR | proton-ge-custom | |
---|---|---|
49 | 1160 | |
1,998 | 9,103 | |
1.5% | - | |
0.0 | 9.6 | |
almost 2 years ago | 3 days ago | |
C | C++ | |
MIT License | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
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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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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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.
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FidelityFX FSR is now available for mpv video player
AMD's code is open source. As long as the target platform supports compute/pixel shaders with scaling, why not? It's just somebody has to port it first.
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FSR cli but for linux?
FSR code
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NVIDIA Releases Open-Source Image Scaling SDK With Cross-Platform GPU Support
I see you try to school me without even checking FSR license. FSR is under MIT ... you can check here https://github.com/GPUOpen-Effects/FidelityFX-FSR
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Can I use AMD FSR for native games??
AMD FidelityFX Super Resolution intend to run before post process and the UI, which all 3 just up-scaling the final completed image.
- [TPU] The Medium: DLSS vs. FSR Comparison Review
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Proton-6.16-GE-1 released
FSR default sharpness changed from 5 to 2 per AMD recommendations (page 25): https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/docs/FidelityFX-FSR-Overview-Integration.pdf
proton-ge-custom
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I forked SteamOS for my living room PC
- KDE/wayland
> That said, these things work flawlessly on the Deck.
Likely due to running into these graphics driver -> WM and similar compatibility issues and fixing them. The other performance improvements from kernel changes probably don't hurt either.
0: Requires unreleased proton-ge build: https://github.com/GloriousEggroll/proton-ge-custom/pull/104...
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Space Engineers crashing when I try to join an online game
What steps have you taken to try and fix the issue?. for example, have you looked through the protondb page for SpaceEngineers or tried different proton versions (or protonGE), you could also read through the proton issue tracker for SpaceEngineers to see if there are any other users with multiplayer issues
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FSR is back with the latest GE Wine/Proton release: https://github.com/GloriousEggroll/proton-ge-custom/releases
This is big, at least for some of us. I honestly stopped at the last FSR enabled GE, which was around GE-Proton7-55, and planned to stay there for as long as possible. Don't know who Ph42oN is, but deserves tons of respect for make it again possible. Yes, gamescope was/is another way, but I very much prefer this one. https://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton8-7 https://github.com/GloriousEggroll/wine-ge-custom/releases/tag/GE-Proton8-11
- Deadrising 1 infinite loading screen
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GE-Proton8-5 Released
Hotfix - https://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton8-6
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KDE Plasma 6 Has Reached The Point Of Being "Fairly Livable"
For GloriousEggRoll, it's normal that it isn't in your repo, you need to download it and extract it to ~/.steam/root/compatibilitytools.d (make the folder if it doesn't exist, assuming you use Steam naively and not the flatpak but there's an unofficial flatpak installer), then restart Steam.
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So I tried using WOWS using Ubuntu 22.04 using wine 8.0.1 and it is pausing on logging in and crashing, plz help.
^ https://github.com/GloriousEggroll/proton-ge-custom
- Help Request: Low Framerate in Cyberpunk 2077 on RX 7900 XT
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Running a game .exe made with Unity under Ubuntu
Honestly the simplest way to do it. Install steam, under Games > Add a Non-Steam Game to My Library, find the exe and add it. This will add it to your steam library, then you can configure the game and select proton version after that just run the game from steam and it will setup proton for you. If it doesn't work, try switching to proton experimental or even installing proton-ge
What are some alternatives?
FidelityFX-CAS - Contrast Adaptive Sharpening (CAS)
wine - Repository containing source code for various Lutris Wine builds
Proton - Compatibility tool for Steam Play based on Wine and additional components
proton-tkg - Just a way for me to host and back up my Tk-Glitch proton-tkg configs and patches and stuff.
wine-ge-custom - My custom build of wine, made to use with lutris. Built with lutris's buildbot.
FSRCNN-TensorFlow - An implementation of the Fast Super-Resolution Convolutional Neural Network in TensorFlow with a focus on artifact mitigation
Magpie - An all-purpose window upscaler for Windows 10/11.
HeroicGamesLauncher - A Native GUI Epic Games Launcher for Linux [Moved to: https://github.com/Heroic-Games-Launcher/HeroicGamesLauncher]
dxvk - Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / Wine
wine-tkg-git - The wine-tkg build systems, to create custom Wine and Proton builds
lutris - Lutris desktop client
protontricks - A wrapper that does winetricks things for Proton enabled games, requires Winetricks.