Inside AMD FSR 2.0: the Xbox connection and what could come next

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Inside AMD FSR 2.0: the Xbox connection and what could come next
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The big AMD FSR 2.0 interview: digitalfoundry talks about the making of 2.0, future upgrades and the Xbox connection

and therefore offers some tempting opportunities to boost frame-rates on a wide range of machines, from high-end desktop PCs to the Steam Deck.

So essentially that means FSR 1.0 was our first solution to democratise access to upscaling technology, but we knew we were not going to stop there. So in terms of motivation, I would say that improving quality relative to source resolution was the main aspect that we wanted to go after. FSR 1.0 looks great in higher quality modes, but clearly it starts losing some steam at higher scale ratios and we want to improve on this.

We know that games are made up of many passes and temporal anti-aliasing in the past has done well with opaque stuff, but things that are transparent, animated textures, surfaces that change in a way that is not really expected, has always caused problems for TAA. So what was AMD's approach here, to ensure the upscaling stayed high quality even for screen elements?: So I think your question hits the nail on the head.

Getting back to the idea of an interoperability here with DLSS to a certain degree: Nvidia detailed Streamline in April of this year and they. The idea was essentially [that] super resolution tech is now here on PC, all the vendors have [developed] their own solution, Intel included.

So FSR 2.0 has been out for a while. It is going to proliferate. Developers are using it. It's already been announced in upcoming titles. But beyond the proliferation stage here, how would you personally like to see FSR 2.0 advance, algorithmically and otherwise, in light of the fact that AMD soon enough is going to be releasing new, probably dramatically more powerful GPUs? Are you just interested in that millisecond runtime getting lower and FSR 2.

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