Tangentially connected since these were all announced/shown in the same GameStack, here is a video demonstration of XVA and SFS courtesy of Dimple :
Simply insane tech
Tangentially connected since these were all announced/shown in the same GameStack, here is a video demonstration of XVA and SFS courtesy of Dimple :
Amazing tech MS built into the XSX/S!! We aren't even close to seeing what devs will pull off years to come
VRS has nothing to do with FidelityFX though. It's a DX12U feature and Gears already uses it.
Announcing DirectX 12 Ultimate - DirectX Developer Blog
It is time for DirectX to evolve once again. From the team that has brought PC and Console gamers the latest in graphics innovation for nearly 25 years, we are beyond pleased to bring gamers DirectX 12 Ultimate, the culmination of the best graphics technology we’ve ever introduced in an...devblogs.microsoft.com
Yep.VRS has nothing to do with FidelityFX though. It's a DX12U feature and Gears already uses it.
Announcing DirectX 12 Ultimate - DirectX Developer Blog
It is time for DirectX to evolve once again. From the team that has brought PC and Console gamers the latest in graphics innovation for nearly 25 years, we are beyond pleased to bring gamers DirectX 12 Ultimate, the culmination of the best graphics technology we’ve ever introduced in an...devblogs.microsoft.com
Yup. I'm sure Turn 10 will def use it in their game too.Gears 5 is being shown as having benefits, I wouldn't be shocked if they patched them in. Gears 5 is the guinea pig for all new XBox tech seemingly.
It cannot even do VRR yet...
We'll probably never know. Sony are not advertising the NDA protected content of their APIs.
VRS is a h/w feature which is exposed through API. You still need to make use of that feature in your code - write some shader which will use the feature basically. FFX VRS is just that - an AMD written shader which use VRS h/w capability. Most of FidelityFX things are that.I think FidelityFX's VRS is something that's applied through driver updates and a whitelist.
Tangentially connected since these were all announced/shown in the same GameStack, here is a video demonstration of XVA and SFS courtesy of Dimple :
This doesnt seem specific to Xbox. PS5 should be able to take advantage of this too.
Only SOME of the functions are available. We don't know if Super Resolution is, which is the real deal.
Select AMD FidelityFX effects are now available to developers on Xbox, via the Xbox Series X|S Game Development Kit (GDK).
the Fidelity FX functions, yea
Super Resolution is not a thing yet and might still take a while to show up based on the recent words from an AMD rep. I would assume that once it is available it will be deployed on consoles. Besides MS are developing an ML-based Super Resolution on DirectML.Only SOME of the functions are available. We don't know if Super Resolution is, which is the real deal.
Select AMD FidelityFX effects are now available to developers on Xbox, via the Xbox Series X|S Game Development Kit (GDK).
Uhm no. They don't have hardware VRS and also not a equivalent for it for example. Insiders talked about this. Xbox wasn't lying when they said they've waited for additional RDNA2 features, either.
What specifically? AMD FX consist of multiple features and those are likely to come over, but this announcement is about Xbox/AMD. Having said that in this thread people also talked about stuff like SFS and in that case no, PS don't have SFS. PS5 (and Xbox) got Sampler Feedback, but that's not the same feature as SFS.
This isn't about FXSR and nobody has any clue what FXSR will bring to the table realistically.So what I understand is that these techniques will have drastic performance improvements over Series X|S, so here is my question for folks who are more into these technical stuff..
Do you guys think that Series S can achieve 4K (I know it's not built for 4k, asking to understand what this technology capable of) or most games can run 1080p 60 fps with Ray Tracing throughout the generation? ( thanks to the implementation of AMD's FidelityFX Super Resolution ?)
Can you provide a list?
Good info thereFidelityFX is a suite of shaders provided as open source code and made for DirectX (11/12) and Vulkan. They were, are and will be available to any console out there.
VRS is a h/w feature which is exposed through API. You still need to make use of that feature in your code - write some shader which will use the feature basically. FFX VRS is just that - an AMD written shader which use VRS h/w capability. Most of FidelityFX things are that.
No. Read the website.
I'm not ILikeFeet, but here's a list of FidelityFX features I've found via AMD.
This is part of the GDK, so developers will likely need to update their GDK and they still need to implement it in their games. These are essentially shaders and code bits to integrate within their engines for a little extra performance or visual clarity.Does the Xbox need to get updated? Or just the game?
Also, when can we expect to see this in games?
No, PS isn't doomed. No, PS5 isn't bad. It's a great console with own customization Xbox doesn't have. An Xbox is a console with customization PS doesn't have. Simple as that.
No, because Series X will be able to leverage SFS, too. If you meant One X than yes, SFS among others things will let the Series S use the RAM pool much more efficiently than One X.
Thanks for the info. 👍This is part of the GDK, so developers will likely need to update their GDK and they still need to implement it in their games. These are essentially shaders and code bits to integrate within their engines for a little extra performance or visual clarity.
Tangentially connected since these were all announced/shown in the same GameStack, here is a video demonstration of XVA and SFS courtesy of Dimple :
I'm not ILikeFeet, but here's a list of FidelityFX features I've found via AMD.
- Contrast Adaptive Sharpening
- Ambient Occlusion
- Variable Shading
- Screen Space Reflections
- Denoiser
- HDR Mapper
- Downsampler
- Parallel Sort
LMAOI'm going to be honest, you packed a lot of anxious desperation into one sentence here.
I thought that was just the PC version? Would there have been time to put it in the Xbox one?Just seen on the DF video that Resident Evil Village will be using AMD FidelityFX, so we dont have to wait much to see this tech in action.
Everyone is so anxious for the super resolution stuff lol. Glad we all want the same thing.
When asked about the feature's arrival during a pre-briefing on the new Radeon Software package last week, AMD senior product manager, Adrian Castelo, told us "when the time's right, and the time's appropriate" then we'll hear more about the feature and its release.
a suite of open sourced effects
On the website VRS is mentioned and the PS5 can do this. However there is no hardware support for it on PS. Here are tweets of a studio alluding to it and again insider (As I recall even DF said it once) know PS5 doesn't have hardware VRS, unlike Xbox. So the answer to your question is yes or kinda depending on what we talk about.
I guess we need more clarification on which games will support these features on consoles. AMD actually doesn't have any info on which features of AMD FidelityFX will be supported for Village, only that the game will be enhanced with ray tracing and AMD FidelityFX. Given the announcement today we should find out soon what games will support this, if not all games moving forward (games that use FidelityFX ).I thought that was just the PC version? Would there have been time to put it in the Xbox one?
What's the benefit from using AMD's version over standard Adaptive Sharpening or Ambient Occlusion? Seems like most of this stuff can already be done without FidelityFX.a suite of open sourced effects
¯\(ツ)/¯What's the benefit from using AMD's version over standard Adaptive Sharpening or Ambient Occlusion? Seems like most of this stuff can already be done without FidelityFX.
What's the benefit from using AMD's version over standard Adaptive Sharpening or Ambient Occlusion? Seems like most of this stuff can already be done without FidelityFX.