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Dying Light 2: FSR 2.0 Community Patch

Joined
Sep 9, 2021
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Dying Light 2 recently got support for AMD's FidelityFX Super Resolution 2.0 through a community mod. The addon converts the officially supported DLSS render path into instructions the AMD FSR 2.0 algorithm understands, resulting in excellent results.

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Judging by the still images, I'm impressed. 1440p FSR 2.0 Quality looks better than native, and a lot better than FSR 1.0. That being said, even the full-screen 2160p images look blocky and oddly low resolution - does the viewer load full quality images? Is Firefox messing this up somehow? I can't even zoom in two steps withous pixels becoming very apparent.
 
Firefox just isn't a good browser anymore, use brave or chrome. Even opera.
 
If the mod community creates mods for every moddable game, developers will become lazy and not put any effort into updating graphics with scaling. The devs will just refer to the mod and be done with you, and a firestorm will ensue.
 
Judging by the still images, I'm impressed. 1440p FSR 2.0 Quality looks better than native, and a lot better than FSR 1.0. That being said, even the full-screen 2160p images look blocky and oddly low resolution - does the viewer load full quality images? Is Firefox messing this up somehow? I can't even zoom in two steps withous pixels becoming very apparent.
Look like @maxus24 uploaded all files as 1080p. Let me check with him
 
If the mod community creates mods for every moddable game, developers will become lazy and not put any effort into updating graphics with scaling. The devs will just refer to the mod and be done with you, and a firestorm will ensue.
That sounds extremely unlikely IMO. Devs tend to do what they can within the scope of their resources, and generally don't actively rely on community efforts unless they're desperate. Which, to be fair, is pretty much the norm within game development, seeing how they're all consistently overworked, understaffed, underfunded and pushed far, far, far too hard. But that's another issue entirely. The great thing is how AMD has made implementing this so easy on games supporting DLSS that fans can make a good effort in a short time, and by their own account, developers could implement it properly and natively in a few days.

Firefox just isn't a good browser anymore, use brave or chrome. Even opera.
Way OT here, but I gotta say I disagree with you there. I used to run Chrome all the time, switched to FF a couple of years back and haven't looked back. The UX isn't perfect, but neither is Chrome, and it does everything I need with good performance and reasonable memory usage (not that I ever really saw the reported massive RAM use of Chrome either). I use Chrome for work, and ... it's fine. There's absolutely nothing about it that I miss in FF. Other options generally tend to lack plugins that I rely on, which disqualifies them.
 
If the mod community creates mods for every moddable game, developers will become lazy and not put any effort into updating graphics with scaling. The devs will just refer to the mod and be done with you, and a firestorm will ensue.
That's your takeaway from this?

My takeaway is that this shows how easy it is for devs to implement FSR 2.0 or DLSS if the game already has one of the two. From the looks of it there seems to be little excuse for any game that comes out in the future not to have both.
 
Well it looks like Open source wins again. I wonder how many DLSS users will feel the Physx malaise about 2 years from now. Before anyone jumps on me Physx was an improvement to Gaming that Nvidia bought and eventually made it a Nvidia specific technology. To the point where you needed to use an Nvidia GPU (Admittedly any) on an AMD system to get Physx. Unfortunately that meant that the first few Games that had a full Physx implementation became the only Games with real Physx support. This can only be good for all users.
 
If the mod community creates mods for every moddable game, developers will become lazy and not put any effort into updating graphics with scaling. The devs will just refer to the mod and be done with you, and a firestorm will ensue.
The devs must implement DLSS in the first place, before any FSR 2.0 mod is possible.

Once you have DLSS implemented, adding FSR 2.0 is extremely easy, and I'm sure AMD will have various tokens of appreciation. On the other hand, maybe the NVIDIA DLSS tokens of appreciation came with a clause that said "no support for FSR"
 
Well it looks like Open source wins again. I wonder how many DLSS users will feel the Physx malaise about 2 years from now. Before anyone jumps on me Physx was an improvement to Gaming that Nvidia bought and eventually made it a Nvidia specific technology. To the point where you needed to use an Nvidia GPU (Admittedly any) on an AMD system to get Physx. Unfortunately that meant that the first few Games that had a full Physx implementation became the only Games with real Physx support. This can only be good for all users.
Couldn't you say the same about RTX? Yet it's still around. Pretty sure PhysX is open source now too.
Wish they had dedicated RT cards now like they did with PhysX.
 
Couldn't you say the same about RTX? Yet it's still around. Pretty sure PhysX is open source now too.
Wish they had dedicated RT cards now like they did with PhysX.
Open source on the Nviidia control panel to use your CPU to run Physx. RTX is just Nvidia's flavour of what is already in DX12 so it's not really applicable.
 
The devs must implement DLSS in the first place, before any FSR 2.0 mod is possible.

Once you have DLSS implemented, adding FSR 2.0 is extremely easy, and I'm sure AMD will have various tokens of appreciation. On the other hand, maybe the NVIDIA DLSS tokens of appreciation came with a clause that said "no support for FSR"
Yeah, AMD already discussed this stuff when they introduced the tech. The necessary development time for the different situations varied from a couple of days to a month or sth, with the former applicable precisely to titles that already have DLSS implemented.
 
The devs must implement DLSS in the first place, before any FSR 2.0 mod is possible.

Once you have DLSS implemented, adding FSR 2.0 is extremely easy, and I'm sure AMD will have various tokens of appreciation. On the other hand, maybe the NVIDIA DLSS tokens of appreciation came with a clause that said "no support for FSR"
Geforce Partner Program or something similar anyone ??
 
All the images are pixellated as hell, there's blockiness on 1440p and 4K images. This is yet another botched FRS review which leaves a bitter taste.

Also, it surely looks like sharpening was applied to FSR 2.0 but it was left by default for DLSS. Would be great to get the same amount of sharpening for both.

FSR 2.0 continues to destroy fine wires but other than that, it's OK, not great, but much much better than FSR 1.0.

The biggest issue these comparisons continue to hide/neglect is that FSR 2.0 has a huge ugly trail for fast moving parts of the image. Plenty of YouTubers have demonstrated that.
Someone didn’t read the review or the comments.
 
The devs must implement DLSS in the first place, before any FSR 2.0 mod is possible.
This is a given. I should have mentioned that.

That sounds extremely unlikely IMO. Devs tend to do what they can within the scope of their resources, and generally don't actively rely on community efforts unless they're desperate.
Yes and No. If devs see a mod of something thats been on the to-do list, they tend to drop its priority most times to the bottom of the list. When they do get around to adding modded content, they do do make sure its dont right. There have been mods that were entirely incorporated into a game, although I've only seen that happen several times in one game, 7D2D.

From the looks of it there seems to be little excuse for any game that comes out in the future not to have both.
I agree, but it stills depends on the workload and priorities

The great thing is how AMD has made implementing this so easy on games supporting DLSS that fans can make a good effort in a short time, and by their own account, developers could implement it properly and natively in a few days.
:peace:
 
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Someone has f*cked up and you say I need to check the text in the review of a graphical tech or I should read the comments first? Are you sure this is an English literature class? It's not. This thing was published more than 24 hours ago, there's been ample time to fix the crap.

Wanna know how I'd handle this fubar? I'd hide the review, fix it and then publish it again. As of now it's a bloody embarrassment. I know wiz doesn't have a clone but it's in his power to hide the review.
The review is good aside from a small mistake, no need to hide it or overdramatize it as being faulty.
 
This is what I was hoping to see happen with this mod.

RDR2 when
 
Geforce Partner Program or something similar anyone ??
What? No. You clearly don't understand the technical reasons for this. In short, DLSS being implemented means there exists stages in the render pipeline that wouldn't otherwise exist, where FSR 2.0 can be injected through a mod instead of DLSS through relatively simple means. Without this, modders would need much, much lower level access to the game to implement FSR 2.0 as they would need to fundamentally alter how it renders images.

In case it isn't clear, developers can implement whatever they want whenever they want, time, money, manpower and other resources allowing. DLSS already being implemented just saves everyone a bunch of work as the systems are quite similar.
 
Well it looks like Open source wins again. I wonder how many DLSS users will feel the Physx malaise about 2 years from now. Before anyone jumps on me Physx was an improvement to Gaming that Nvidia bought and eventually made it a Nvidia specific technology. To the point where you needed to use an Nvidia GPU (Admittedly any) on an AMD system to get Physx. Unfortunately that meant that the first few Games that had a full Physx implementation became the only Games with real Physx support. This can only be good for all users.
Didn't open source already win back when Nvidia started Streamline?

I'm guessing Nvidia's whole plan for awhile now is to make it trivial to add the various AA/Upscaling solutions so that it always comes down to a comparison of quality and performance. If developers have a simple framework for integration where the various solutions are just dropped in without a lot of "hand tuning" (effectively what this mod does) then they know DLSS is more likely to come out on top, which means DLSS still adds "exclusive value" to their products.
 
Is there a guide how to edit the code so I can make for other games that used DLSS? like War Thunder?
 
Is there a guide how to edit the code so I can make for other games that used DLSS? like War Thunder?
It's all open source on Github
 
Pretty cool. I've noticed something about Native FSR2.0 and DLSS. When you zoom in at the bus and the writing there. Using FSR 2.0 the writing on the bus is less blurry than on the Native and DLSS. With FSR 2.0 it looks way more profound and clear but I guess it's a matter of the sharpening applied?
 
Anyone else notice the broken volumetric fog at 1440p and 1080p at variou settings with FSR, and difference in colour? that's before even assessing motion differences....

yeah, its a mod, I understand that, but maybe it'd be better to wait till a developer implements it rather than diving straight into haphazard 'we got it to work' mod analysis...
 
Anyone else notice the broken volumetric fog at 1440p and 1080p at variou settings with FSR, and difference in colour? that's before even assessing motion differences....

yeah, its a mod, I understand that, but maybe it'd be better to wait till a developer implements it rather than diving straight into haphazard 'we got it to work' mod analysis...
Maybe it is because of the static image and scene capture? Im looking at the video with the 3 used and I don't see difference.
The video is 1440p.
 
Open source on the Nviidia control panel to use your CPU to run Physx. RTX is just Nvidia's flavour of what is already in DX12 so it's not really applicable.
Open source like Open source. Not whatever you said.
 
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