Don't miss Unity's "Improved Spatial Upscaling through FidelityFX Super Resolution for Real-Time Game Engines" talk at SIGGRAPH 2021
11th August 2021 edit: If you missed the talk, the slides are now available on the course page.
Following the rapid uptake and warm reception of FidelityFX Super Resolution (FSR) by the game development community, and the recent source code release, we suspect many of you would love to take a closer look at how it works and get inspiration for how to integrate it into your own engine.
Natasha Tatarchuk is running the Advances in Real-Time Rendering in Games track at SIGGRAPH 2021 as a virtual conference, and the first presentation on day 1 is Improved Spatial Upscaling through FidelityFX Super Resolution for Real-Time Game Engines, presented by Unity’s Timothy Lottes (who was the main implementer of FSR while at AMD) and Kleber Garcia.
The talk will cover the algorithmic underpinnings of FSR and their practical integration into Unity 2021.2b, so if you’re at all interested in how FSR works or how one of the world’s leading game engines integrated it, you won’t want to miss it.
Make sure you also check out the rest of the excellent set of sessions that Natasha has curated over the two days too, starting on Tuesday August 10th at 9am PDT. Tune in!
FidelityFX Super Resolution is currently available in Unity 2021.2b: https://unity3d.com/beta/2021.2b.
Unity developers can enable FSR by enabling DRS on your HDRP quality settings, and selecting “FidelityFX Super Resolution 1.0” under the Upscale filter option. FSR settings can be tweaked along in the dynamic resolution panel. Find out more in Unity’s post.
Testing by AMD as of July 8, 2021, on the AMD Radeon™ RX 6800 XT graphics card with AMD Radeon™ Software 21.6.1 driver using a test system comprising of an AMD Ryzen™ 9 3900X, 32 GB DDR4-3200 RAM, Gigabyte Asus ROG Crosshair Hero VIII motherboard, and Windows® 10 Pro May 2020 Update. Benchmark tests: Unity HDRP Spaceship demo, built-in benchmark, 3840 x 2160, TAA. Performance may vary and is dependent on the FSR Quality Mode selected. FSR requires developer integration and is available in select games only. RS-388.