https://gpuopen.com/meet-fidelityfx-super-resolution-2-1/ GPUOpen Logo GPUOpen logo Zhihu Youtube Twitter Rss [ ] Search HOME SOFTWARE DOCUMENTATION [ ] Search FidelityFX * Meet all our effects * Super Resolution 1 (FSR 1) * Super Resolution 2 (FSR 2) * Contrast Adaptive Sharpening * Screen Space Reflections * Denoiser * Downsampler * HDR Mapper * Variable Shading * Parallel Sort * Naming guidelines * Developer testimonials * Other - TressFX Radeon Developer Tool Suite * Meet all our tools * Radeon(tm) Raytracing Analyzer * Radeon(tm) GPU Profiler * Radeon(tm) GPU Analyzer * Radeon(tm) Memory Visualizer * Radeon(tm) Developer Panel * Other - Compressonator * Other - OCAT Engines and APIs * Unreal Engine * Unity * Vulkan(r) * DirectX(r)12 * DirectX(r)12 Ultimate Radeon ProRender * Radeon(tm) ProRender suite * Radeon(tm) ProRender SDK * Radeon(tm) Rays * Radeon(tm) ML * Radeon(tm) Image Filtering Content creation * HIP Ray Tracing * Orochi * GPUOpen MaterialX Library Hybrid RT & samples * Meet all our samples * Hybrid Shadows * Hybrid Stochastic Reflections * Cauldron glTF sample SDKs and libraries * Meet all our SDKs * AMD GPU Services * Vulkan(r) Memory Allocator * Direct3D(r)12 Memory Allocator * AMD Display Library * Advanced Media Framework * Cauldron framework * GPU Performance API Site directory Blogs * Latest GPUOpen news * Software release guides * AMD developer blogs * Guest developer blogs Get started with: * Graphics and AMD hardware * Our tools * Our SDKs and libraries * Our effects * Content creation * Optimizing and performance * Developing Vulkan(r) applications * Developing DirectX(r)12 applications * Using the FSR 1 Unreal Engine 4 plugin * Using the FSR 2 Unreal Engine 4/5 plugin Performance * AMD RDNA(tm) Performance Guide * AMD Ryzen(tm) Performance Guide * Unreal Engine Performance Guide Research * See our publications * Advanced Rendering Research Group Reference * AMD ISA documentation * Radeon(tm) Vulkan(r) Drivers version table * AMD RDNA(tm) * AMD RDNA(tm) 2 Events * Visit our events page * GDC 2022 * Earlier GDC events * Digital Dragons * SIGGRAPH * Let's build... (our virtual event) Site directory Videos * Visit our videos page * FSR 2.0 video * Introduction to Compute Shaders Presentations * All our presentations * Manuals * FSR 2.0 presentation * Memory Management in APEX Engine Videos * Visit our videos page * FSR 2.0 video * Introduction to Compute Shaders Presentations * All our presentations * Manuals * FSR 2.0 presentation * Memory Management in APEX Engine Home >> News >> Release Share on facebook Share on twitter Share on linkedin Share on reddit Share on email It's time to upscale FSR 2 even further: Meet FSR 2.1! * September 8, 2022 AMD FidelityFX Super Resolution 2 Building on the success of FSR 2 Earlier this year, we announced AMD FidelityFX Super Resolution 2 (FSR 2), with the source code and plugin for Unreal Engine available here on GPUOpen from June onwards. The rate of adoption from game developers has been exceptional - as of today, FSR 2 upscaling technology has been announced for 45 available and upcoming games, with 20 of those already available now! As we stated in our FSR 2 source code release post, we are always making improvements, and today we continue in that effort by releasing our first major update with FSR 2.1. In fact, you can see FSR 2.1 for yourself in the latest 1.7.1 patch for Farming Simulator 2022, released earlier this week by Giants: FSR 2.0 FSR 2.1 The comparison images above are taken from 4K screenshots, cropped to show a 1:1 resolution, and saved at 85% JPEG compression for file size reasons. Farming Simulator 2022 Watch FSR 2.1 in action in Farming Simulator 2022 (YouTube link) What's new with FSR 2.1? FSR 2.1 includes significant changes to certain parts of the algorithm which allows games to further increase quality and reduce artefacts such as ghosting or shimmering. Take a look: Change Impact Motion vector divergence used to diminish locked pixels This should alleviate ghosting issues on geometry with motion vectors not matching underlying pixel colors. Disocclusion logic is now able to detect disocclusions in areas with only small depth separation between objects. This should alleviate ghosting issues and improve upscaling quality on some disocclusion cases. Improved upscaled output quality by turning some half-precision computations to full precision. This should improve overall color range and temporal stability of the upscaled image produced. Reactive Mask updates: * Dilation now based on input colors to avoid expanding of reactiveness into non-relevant areas of the upscaled output. * The full data range [0.0, 1.0] is now used. This should alleviate ghosting issues on transparent geometry such as particles. Composition and Transparency Mask updates: * Dilation now based on input colors to avoid expanding of lock diminishing into non-relevant areas of the upscaled output. This should alleviate ghosting issues on geometry with motion vectors not matching underlying pixel colors. In addition to the above major changes, the sample has been updated to include examples of animated textures, spark particles, and smoke particles. The generation of Reactive Mask and Composition and Transparency Mask resources are also now included. The UI has options to disable use of the masks, so developers can see the quality improvements that come to the upscaled output when the masks are provided to the FSR 2 API. Lastly, FSR 2.1 includes many small bug fixes, as well as documentation fixes and improvements. The application-side FSR 2 API has not changed, so updating to FSR 2.1 from 2.0 should be simple. Developers should pay particular attention to the changes to the Reactive Mask to get the best quality upscale. If there are any issues, please reach out to your AMD representative for assistance. We've also updated our FidelityFX Naming Guidelines for FSR 2 - make sure you take a look. Unreal Engine FSR 2 plugin updates As well as updating the FSR 2 source code, we've also updated our Unreal Engine plugins as well, meaning you can now upgrade to using FSR 2.1 in your Unreal games for UE 4.26, 4.27, and UE 5. It's important that we draw your attention to the documentation for our updated plugins. We've provided a lot of new information on performance recommendations and known issues in our how-to guide, which we strongly recommend you read in order to get the best performance from FSR 2.1. This includes highlighting new patches for Unreal Engine (which you can find in the plugin package) to help improve things for your game even further. A more detailed guide on using these will appear on GPUOpen in the near future. FSR 2 UE plugin How to use the AMD FidelityFX Super Resolution 2 (FSR 2) Unreal Engine Plugin Find out how to install and configure the AMD FidelityFX Super Resolution (FSR) 2 plugin for Unreal Engine 4.26/4.27 and UE5. Thank you! And finally, we must thank those in the community who have taken the time to file issues on the GPUOpen FSR 2 GitHub repository. It is very much appreciated. Many of those issues have fixes included within FSR 2.1. For more information, make sure to visit our FSR 2 page, or view the extensive documentation directly in our GitHub repository. Colin Riley Colin Riley Colin is a Tech Lead within AMD's Game Engineering Core Technology Group. Based out of Edinburgh, Scotland, he is focused on helping game developers get the most out of new rendering technologies on AMD GPUs and other partner ecosystems. Related content FSR 2 UE plugin How to use the AMD FidelityFX Super Resolution 2 (FSR 2) Unreal Engine Plugin Find out how to install and configure the AMD FidelityFX Super Resolution (FSR) 2 plugin for Unreal Engine 4.26/4.27 and UE5. AMD FidelityFX Super Resolution 2 AMD FidelityFX - Super Resolution 2 Learn even more about our new open source temporal upscaling solution FSR 2, and get the source code and documentation! FARMING SIMULATOR 22 (c) 2021 GIANTS Software. Farming Simulator, GIANTS Software and its logos are trademarks or registered trademarks of GIANTS Software. All rights reserved. All other names, trademarks and logos are property of their respective owners. Latest news [MemoryManagementInAPEX_v2_featured-768x432] Memory Management in the APEX Engine - Digital Dragons 2022 This talk is a joint-presentation with Avalanche Studios Group explaining how their in-house APEX Engine manages memory with the help of VMA/D3D12MA. [Compute_Shaders_title_page-768x431] Compute Shaders - Game Industry Conference 2021 This talk introduces compute shaders, explaining ideas from a software and hardware perspective, as well as considerations when writing compute shaders. The TLAS Viewer in the RRA GUI Introducing our brand new tool: Radeon(tm) Raytracing Analyzer 1.0 We're proud to announce Radeon Raytracing Analyzer. RRA provides the tools you need to investigate raytracing performance in your apps. [featured_amf_red-768x420] AMF v1.4.26 introduces powerful new modes for PreAnalysis New PreAnalysis modes include perceptual adaptive quantization, temporal adaptive quantization, and high motion quality boost. And there's more! You may also like... [featured_learn_dark-1024x560] Explore our huge collection of detailed tutorials, sample code, presentations, and documentation to find your answers to your graphics development questions. [featured_effects_dark-1024x560] Create wonder. No black boxes. 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