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Add support for FSR 2 #615
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I really don't see how this would be possible. FSR2 needs depth and motion vectors which we don't have access to. |
@DadSchoorse I have a branch that can extract motion vectors on Deck here: https://github.com/Plagman/gamescope/tree/motion_vector_fun May be interesting to hook up to this for for 'motion smoothing' for dropped frames. Using them to stretch the last frame out to fill in the gaps. |
Even then we are still missing depth and viewport jitter. |
Maybe reshade depth addon could be used as shared library with minimal modifications (in case you may want to share your findings/fixes later)
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You can provide input to FSR2 without depth or motion vectors using the reactive mask, though I don't know what it'll produce if you do that for the whole image.
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Sorry for my little understanding but I have an idea that I don't know if is useful or not.
maybe I am totally wrong but I hope someone thinks my idea is useful. |
1 wouldn't that be FSR 3? if you have access to that data (motion vectors) couldn't you interpolate frames? |
can this be a relevant paper for this question?? |
I didn't see it mentioned, there is TFAA by JakobPCoder, it uses an estimation of motion vectors and depth to implement "TAA" as a reshade shader. Here is a comparison with the original crysis: To use it:
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With TFAA looks good, there is some way to use Color Buffer/Motion Vector Approximation to make FSR 2 on gamescope? If TAA and FSR have similarities, can i presume that this will be possible in any way??? And Vkbasalt is descontinued, it's hard to do something like reshade GUI to use on gamescope ?? (to load reshade code etc) |
Seems that AMD released a source code for FSR 2.2 |
any updates? |
i am also interested in FSR 2 support. |
also interested |
I don't think it's possible due to the way FSR 2 works. It requires motion vector that's only available inside the game itself, and Gamescope has no way to know it. I think this can be closed as |
TAA too, and there is some kind of solution provided by reshade to mimic the original TAA. |
Since Additionally if the I doubt there will be a big difference between the builtin |
But any AA external will be inject after FSR (gamescope), or not? |
It's a bit tricky but not impossible for user to control this. ENABLE_AN_VKAA=1 gamescope -- env DISABLE_AN_VKAA=yesplease vkcube IIRC vkbasalt have special handling in gamescope, try something else if it will not work. If it will work then someone should benchmark this and show as some before/after screenshots, cpu/gpu load and fps ;) . EDIT: or not. I'm tired and a bit confused now. Should try this by myself later. |
Witch AA is more eficient? There is any chance to use this method with lowest input possible and receive any good results? Like 720p (trying to be realistic in there but i wanna 540p) to scale to 4K. But there is anothers AA like CMAA2, somente know if there is version of it for vkbasalt? or another AA with results better than fxaa? |
So, FSR3 have the builtin AA ... good, let's do a poor man's FSR3 step-by-step ;)
In case some people want to tinker a bit ;) EDIT: For those wondering how to use pre- and post fx- with gamescope: gamescope/src/steamcompmgr.cpp Line 6283 in 0f0c5eb
it could be something like: ENABLE_VKBASALT=1 VKBASALT_CONFIG_FILE=/path/to/post-fx.conf gamescope -- env ENABLE_VKBASALT=1 VKBASALT_CONFIG_FILE=/path/to/fx.conf run_game
Full variant: I didn't tested it though. |
I did not understand anything but it's because i do not know anything about this things lol But, if anyone tries this visually enhancing method, could they post it here for others to see? |
+1 |
I am wondering, with AFMF finally released, if there's a way Gamescope will get an equivalent to that, as it essentially works with any DirectX 11 or 12 game that uses Flip Composition (And this can include OpenGL and Vulkan games with an interop or AMD's OpenGL optimizations option in their control panel). |
+1 for this request please! |
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