FSR 2.0 in Infinite?

Any chance we’ll see FSR 2.0 in Infinite once AMD releases it?

As an owner of a GTX 1060, I’d be very glad to experience improved image quality.

it already has TAAU upscaling built in, and with how slow 343i is to do anything with this game (AMD performance still busted since launch) I doubt it will ever happen

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It’s part of the Xbox dev kit/SDK now, so maybe. I’m still hoping (probably in vain) for DLSS as I prefer that AA solution over the TAA-style that I’m betting FSR 2.0 will use (be happy to be wrong here!). I’d even like DLAA as an option, without the perf increase - Infinite’s TAA solution is fuzzier/grainier than I prefer and has some crawling issues, in my experience.

Regardless, options are better, and it’d be nice to have FSR 2.0 + DLSS added, especially since it reads like integrating one means you’ve done the vast majority of the work to integrate the other.

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I would sure hope they implement it at some point. Considering that this game relies heavily on resolution scaling, the ability to use DLSS instead of 100% raw APU compute would be huge for performance.

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-expecting DLSS from the company that had a hard time adding more than a couple game modes in their UI
we’re never going to see raytracing, let alone something as complex as DLSS

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FSR 2.0 replaces TAA with their own. Both solutions are temporal upscaling techniques.

Kind of - while FSR 2.0 does use an optimized TAA, it’s very much standard TAA territory for the AA method, just better than a lot of game engines tend to have. DLSS uses temporal data in reconstruction, but it’s not strictly TAA for the AA method. This is why FSR 2.0 will display breakup into graininess in motion, but DLSS tends to smear in motion. This is also why you can use DLAA (native res DLSS) in games like Elder Scrolls Online to avoid TAA artifacting - DLAA (again, just the AA component of DLSS) uses edge reconstruction algorithms that are not strictly temporal in nature. They include temporal data, but use extra reconstruction for AA.

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