News Posts matching #Stochastic Screen Space Reflections

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Far Cry 6 Features DirectX Ray Tracing, FidelityFX CAS and Variable Rate Shading

Not to be outdone in comparison to almost all other AAA game releases in recent times, Far Cry 6 has recently been delayed from its February 18th release to May 25th 2021. However, that extra time may come to serve the game nicely, in that it may allow for all the planned features to be integrated. As part of AMD's partner showcase, Ubisoft has revealed that Far Cry 6 will make extensive use of DirectX 12 Ultimate features, featuring raytracing, AMD's Contrast Adaptive Sharpening (CAS), Variable Rate Shading (VRS), as well as Hybrid SSR (Stochastic Screen Space Reflections).

Ubisoft's head of 3D programming Oleksandr Polishchuk had this to say: "We were very impressed with the latest AMD technologies and joined forces to bring FidelityFX CAS, DXR raytracing and Variable Rate Shading to Far Cry 6. We are working together to ensure a smooth 4K viewing experience. This requires a lot of bandwidth, memory, and a Radeon RX 6000 with Infinity Cache that can handle it easily while maintaining high FPS rates." Check out the AMD partner showcase video below.

AMD Adds Four New Graphics Technologies to Its FidelityFX Software Stack via GPUOpen

AMD today via its newly released GPUOpen website has announced that it is adding four new graphics technologies to its FidelityFX software stack. Before you ask, no; there is no included Ray Tracing graphics libraries among these four new technologies. However, considering the use-case for these is to give developers an almost plug-in flexibility on various graphics technologies they would otherwise have to find other ways to integrate in their rendering pass, added layers to GPUOpen are always a welcome sight. And rest assured that "classic" shading techniques will still be widely used even in the advent of top to bottom raytracing capabilities on graphics hardware - which likely won't happen in the next GPU hardware generation anyway.

Added technologies to the previously-released Contrast Adaptive Sharpening are libraries for SSSR (Stochastic Screen Space Reflections) for better reflections without the usage of raytracing; CACAO (Combined Adaptive Compute Ambient Occlusion) for added depth to shadows and object quality; LPM (Luminance Preserving Mapper) for eased application of an HDR rendering pipeline with correct values, preventing overblown details; and SPD (Single Pass Downsampler) which will allow developers to seamlessly downsample required assets (think something along the lines of Variable Rate Shading) to achieve FPS targets. The GPUOpen is an effort from AMD to create an open graphics library that will allow developers to easily integrate AMD-optimized technologies to their graphics workflow.
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