In a new Tweet from GPU Open Team y xbox jason ronald, AMD’s Fidelity FX Super Resolution 2 will no longer be exclusive to PC and will soon be coming to Xbox consoles. The Xbox development teams have already received the scaler and are actively testing it at this time for future implementation in games. Xbox consoles that support FSR 2.0 include the Xbox Series X and S, as well as the previous generation Xbox One console.
In addition to the Steam Deck, FSR 2.0’s integration with Xbox marks the first time AMD’s new Timeline will be used outside of the PC ecosystem. Time will tell how big FSR will be in Xbox games, but there’s a lot of potential for version 2.0 of the technology to be a big hit on Microsoft’s game console.
Resolution scalers are incredibly common on consoles like Xbox. Due to the incredibly long lifespan of some of these consoles, scaling is almost a necessity to ensure that the console’s GPU doesn’t become obsolete in a few years. Almost every Xbox (and PlayStation) game has some form of scaling, whether it’s a concurrent timing solution (which isn’t FSR) or a checkerboard to achieve a target frame rate of 30, 60, or even 120fps on the current. gen consoles at higher resolutions.
We can’t say how much better FSR 2.0 will be on consoles, but presumably its timing algorithm will be at least on par with the competition for timing solutions already found in the latest Xbox games, and almost certainly better than the chessboard with its simplest algorithm. climbing.
But the biggest hurdle will be the integration of FSR 2.0 by developers, which could be quite likely for many titles. The more advanced FSR 2.0 workaround requires additional data, which may not be included in the game engine, including depth buffers, motion vectors, and color buffers. This additional data may take much longer to implement than FSR 2.0 itself, which will extend the development time of the FSR 2.0 implementation.
The only exception to this will be games that already include a time scaling fix, meaning those additional data points will already be available in the game engine. All developers need to do is add the FSR 2.0 source code to the engine.
Perhaps the most surprising announcement from the tweets is the integration of FSR 2.0 with Xbox One and its much older hardware compared to Series X and S. On the PC side, FSR 2.0 already has a pretty stringent minimum GPU requirement. at 4K with an RX. 5700 and RTX 2070, and a GTX 1080 and RX 6500 XT for 1440P, which makes us wonder if the Xbox One GPU can handle such a heavy compute converter.
It will be interesting to see how performance changes with FSR 2.0, but if Microsoft supports Xbox One, you have to believe that this older console can handle the heavy computing demands of FSR 2.0 just fine. We expect the X and S series to benefit greatly from FSR 2.0, with GPUs using the same RDNA2 architecture as AMD’s RX 6000 series desktop GPUs.