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AMD Releases FidelityFX SDK v1.1 to GPUOpen, Includes FSR 3.1 Source Code

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AMD today released the FidelityFX SDK 1.1 to the public through its GPUOpen initiative. This update includes the source code to FSR 3.1, which should make it easier for game developers to understand the technology, and integrate it with their games. FSR 3.1 requires an AMD Radeon RX 5000 series (or later) GPU, or an NVIDIA GeForce RTX 20-series (or later) GPU, although the company recommends at least an RX 6000 series or RTX 30-series GPU, regardless of model. You get the full upscaling and frame-generation capabilities of FSR 3.1 on all supported GPUs, across AMD and NVIDIA, which is the main pull for the tech, as the rival DLSS 3 Frame Generation technology only works on RTX 40-series (or later) GPUs.

AMD FSR 3.1 builds on top of FSR 3 by introducing updates to the upscaler. If you recall, the star attraction with FSR 3 has been frame-generation, but the underlying upscaling tech had been carried over from FSR 2.2. FSR 3.1 introduces some much-needed updates to the quality of upscaling, and introduces new upscaler quality presets, including a native AA mode analogous to NVIDIA's DLAA. These increases in upscaler quality lets you trade in quality for performance better. You can find all the resources you need on FSR 3.1 here.



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Great news, hopefully this makes it into basically every game released, always good to have the option to use it. I'd rather have it and not use it, than want it and not have it.
 
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nice to see 30-series cards getting some of that upscale/FG action (being a 30-series owner). I have to admit i prefer things at their native settings but can't knock it until tried.

Hopefully this will push Nvidia to launching their own FG tech outside of current hardware limitations.
 

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nice to see 30-series cards getting some of that upscale/FG action (being a 30-series owner). I have to admit i prefer things at their native settings but can't knock it until tried.
Having tried it a few times now on my 3080 /4k120 OLED rig I'm not all that impressed, the latency hit can really be felt compared to not using it, especially in the window where it's most useful, and if I'm above 60 fps in VRR territory that feels better without it on anyway. It certainly has some great use cases and I suspect for 144+ hz monitors that makes a lot more sense working from a higher base framerate, being on 120hz OLED it sort on kneecaps where it can shine I suspect.

I've been very impressed with lossless scaling FG mind you, works fantastic with content that is hard limited at 60 fps or less, like 30/60 FPS switch games on Yuzu doubled to 60/120 (I own every game I play on Yuzu), and 24fps video content doubled to 48. Very effective in removing judder from 24/30 fps content at the expense of some artefacts.
Hopefully this will push Nvidia to launching their own FG tech outside of current hardware limitations.
Personally, I think this is unrealistic, I'd put money on it staying a 40 series+ feature. Especially since AMD have decoupled FG from their resolution scaling, and Lossless scaling exists, if I were Nvidia I just don't see the incentive to release a worse version for older hardware, those versions already exist and they can distance themselves from the results being demonstrably worse.
 
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Has anyone here tried FG on a 2000 and 3000 series NVidia? or even the 1000 series.
 
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Has anyone here tried FG on a 2000 and 3000 series NVidia? or even the 1000 series.
I tried fsr3 mod to frame gen mod on cyberpunk2077, there is a few bugs like flickering debris and shadows and odd input lag when framerate tank too low, but otherwise its a good setback for lower end GPU that I tested (RTX 2060S and RTX 3050 mobile)
 
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I tried fsr3 mod to frame gen mod on cyberpunk2077, there is a few bugs like flickering debris and shadows and odd input lag when framerate tank too low, but otherwise its a good setback for lower end GPU that I tested (RTX 2060S and RTX 3050 mobile)
What did you get in terms of FPS with and without it and on which GPU?
 
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What did you get in terms of FPS with and without it and on which GPU?
On my 2060S framerate can jump from 40-ish to 70-ish. This is with ray tracing shadows and local shadows enabled. I don't enable lighting and reflection as it was too taxing and don't look realistic, resolution 1080p max setting (apart from ray tracing I mentioned, and disable motion blur because I hate it)
 
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Having tried it a few times now on my 3080 /4k120 OLED rig I'm not all that impressed, the latency hit can really be felt compared to not using it, especially in the window where it's most useful, and if I'm above 60 fps in VRR territory that feels better without it on anyway. It certainly has some great use cases and I suspect for 144+ hz monitors that makes a lot more sense working from a higher base framerate, being on 120hz OLED it sort on kneecaps where it can shine I suspect.

I've been very impressed with lossless scaling FG mind you, works fantastic with content that is hard limited at 60 fps or less, like 30/60 FPS switch games on Yuzu doubled to 60/120 (I own every game I play on Yuzu), and 24fps video content doubled to 48. Very effective in removing judder from 24/30 fps content at the expense of some artefacts.

Personally, I think this is unrealistic, I'd put money on it staying a 40 series+ feature. Especially since AMD have decoupled FG from their resolution scaling, and Lossless scaling exists, if I were Nvidia I just don't see the incentive to release a worse version for older hardware, those versions already exist and they can distance themselves from the results being demonstrably worse.

@1440p 144hz with my current hardware the games i play pretty much are on point with the desired visual fluidity and image quality. I guess when i start hitting below the mark i'd be interested in checking out these scaling/FG technologies before pulling the trigger, an extortionately pricey trigger nowadays, on the next big GPU upgrade.
 
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Maybe I will vacuum my 1050 and see how that one goes when I get some free time :)
 
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