Thursday, April 11

FSR 2.0 goes beyond the PC: “AMD DLSS” will also be compatible with Xbox

Just a week ago, AMD announced -by surprise- the release of FidelityFX Super Resolution 2.0 (FSR 2.0 onwards). It is the new generation of its image reconstruction technology and now we have been able to know not only what graphics and quality options it will allow, but also what hardware it will be compatible with. And no, we are not just talking about PC.

And it is that, as AMD explained in a statement published on its website, FSR 2.0 will be fully supported on Xbox and will be available in the Xbox GDK for developers to implement in their games. And what will that translate into? On paper, in a promising performance improvement in demanding titles.

How FSR 2.0 works and what it promises

FSR 2.0

Diagram of the operation of FSR 2.0.

Unlike other solutions available on the market, FSR 2.0 does not use machine learning in the scaling algorithm. That, of course, implies that no dedicated ML hardware required in the products that will use it. Therefore, AMD has opted for a temporary escalation procedure.

This consists of analyzing the color of each frame, the depth, the movement vectors and the elements of the logic in the rendering, in addition to the descriptive information of the previous frames. Once done, it creates a new image which, in theory at least, should bring back a lot of the detail and increase the sharpness of the image.

This technology can be integrate directly into games with necessary temporal scaling data relatively easily, but implementation time is ultimately game dependent, as games without motion vectors or decoupled display and rendering support may take longer.

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Be that as it may, FSR 2.0 will be an open source technology with an MIT license, it will support DirectX 12, Vulkan and Unreal Engine through a plugin. And graphic options will bear? According to AMD, the following:


scale factor

input resolution

output resolution


1.5x per dimension

(2.25x area scale)
(67% screen resolution)




1.7x per dimension

(2.89x area scale)
(59% screen resolution)




2.0x per dimension

(4x area scale)
(50% screen resolution)



In addition to these options, FSR 2.0 supports Dynamic Resolution Scalingan option where the input resolution for upscaling is dynamically determined and adjusted by the minimum frame rate you always want to achieve in-game.

When it comes to supported hardware, FSR 2.0 will be compatible with a wide range of devices, although AMD makes it clear that it is a more demanding technology than FSR 1.0. In any case, it can be used on those PCs with AMD and NVIDIA graphics cards. AMD’s recommendations are as follows:

And what about Xbox? Well good bad and news. The good news is that AMD has confirmed that the Xbox will have full support for FSR 2.0 and that it will be available in the Xbox DGK for developers to implement in their games. The bad news, however, is that AMD has not given an estimated date to see games that use this technology on said console.

The arrival of this technology on Xbox consoles could mean a significant leap in terms of FPS. Currently, the most demanding games ask us sacrifice FPS to have ray-tracing or sacrifice ray-tracing to improve frame rate.

Image rendering technology could help maintain those coveted 60 FPS sustained even at high resolutions. We will have to wait, but what is clear is that things get interesting.

More information | amd

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