In a brand new Tweet by the GPUOpen workforce and Xbox’s Jason Ronald, AMD’s Constancy FX Tremendous Decision 2 is dropping its PC exclusivity and is making its solution to Xbox consoles quickly. Xbox growth groups have already acquired the upscaler and are actively testing it proper now for future deployment in video games. Xbox consoles receiving FSR 2.0 assist embrace the Xbox Collection X and S, in addition to the previous-gen Xbox One console.
In addition to the Steam Deck, FSR 2.0 integration with Xbox marks the primary time AMD’s new temporal upscaling will likely be used outdoors of the PC ecosystem. Time will inform how outstanding FSR will change into in Xbox video games, however there may be big potential for model 2.0 of the tech to be a giant hit on Microsoft’s gaming console.
Decision upscalers are extremely frequent to see on consoles such because the Xbox. As a result of extremely lengthy lifespan a few of these consoles have, upscaling is nearly a necessity for making certain the console’s GPU doesn’t change into out of date inside a couple of years. Virtually all Xbox (and PlayStation) video games have some type of upscaling whether or not that be a competing temporal resolution (that is not FSR) or checkerboarding with the intention to hit a goal body fee of 30, 60 and even 120 fps on current-gen consoles at larger resolutions.
We will not say how significantly better FSR 2.0 will look on consoles, however presumably its temporal algorithm to be no less than on par with competing for temporal options already on the newest Xbox video games, and nearly definitely higher than checkerboarding with its extra simplistic upscaling algorithm.
However, the most important hurdle will likely be in developer integration of FSR 2.0 which may very well be fairly probablematic for a lot of titles. FSR 2.0 extra superior temporal resolution requires extra knowledge, that may not already be included within the recreation engine, together with depth buffers, movement vectors, and shade buffers. This extra knowledge can take for much longer to implement than FSR 2.0 itself, which can lengthen the event time of FSR 2.0 implementation.
The one exception to this will likely be video games that already embrace a temporal upscaling resolution, that means these extra knowledge factors will already be out there within the recreation engine. All of the builders must do is add the FSR 2.0 supply code to the engine.
Maybe essentially the most shocking announcement from the tweets is FSR 2.0 integration with Xbox One and its a lot older {hardware} in comparison with the Collection X and S. On the PC aspect of issues, FSR 2.0 already has a fairly rigorous minimal GPU requirement at 4K with an RX 5700 and RTX 2070, and a GTX 1080 and RX 6500 XT for 1440P, making us marvel if the Xbox One’s GPU can deal with such a compute-heavy upscaler.
It will likely be attention-grabbing to see how efficiency shapes up with FSR 2.0, but when Microsoft has greenlit assist for the Xbox One, it should imagine this older console can deal with FSR 2.0’s heavy computing necessities with out a drawback. We totally anticipate Collection X and S to learn vastly from FSR 2.0 although, with GPUs powered on the identical RDNA2 structure because the RX 6000 sequence desktop GPUs from AMD.