Graphics and sound
FSR 2.1
Added support for FSR 2.1 - a picture scaling technology developed by AMD that upscales lower image resolution to higher resolutions in real time for display on higher quality monitors.
This release adds the following:
- Introduction of a debug API checker.
- Changes to improve “High Velocity Ghosting” situations.
- Changes to Luminance computation with pre-exposure application.
- Small motion vectors ignored in previous depth estimation.
- Changes to depth logic to improve disocclusion detection and avoid self-disocclusions.
- Dilated reactive mask logic updated to use temporal motion vector divergence to kill locks.
- New lock luminance resource.
- Accumulation overhauled to use temporal reactivity.
- Changed how intermediate signals are stored and tonemapped.
- Luminance instability logic improved.
- Tonemapping no longer applied during RCAS to retain more dynamic range.
- Fixes for multiple user reported issues on GitHub and elsewhere. Thank you for your feedback!
High On Life - Build Notes for Patch 04 said:Fixes & Optimizations
General crash and progress blocker fixes including:
- Fixed save game compatibility issue that was affecting progress on unlocking some achievements and hunter challenges.
- Fixed infinite load issue in house when warping to final mission during Final Prep.
- Fixed loading screen crash from dying during combat in Zephyr.
- Fixed issue where player respawned and got locked outside of a warp base door during Krubis.
- Fixed issue where player was stuck when going through Human Haven portal outside Applebees.
- Fixed issue where player couldn’t set down guns during Rescue Lizzie.
- Fixed Krubis being stuck underground during Boss Fight.
- Fixed issue where Lezduit was available post-game, resolving the below issues:
- Player locked in a room in Human Haven while Lezduit was equipped.
- Lezduit was available in the inventory and on the couch post-game.
Additional Fixes:
- Fixed achievement “Eye scream, you scream” failing to unlock when expected.
- Fixed achievement “Mods Please Ban” - can now reliably complete as 30 hunk kills are now possible.
- Fixed enemies not showing up. Ex: Schlooper location in the Outskirts.
- Fixed low FPS issue during Xenoslaughter at 3440x1440 resolution.
- Fixed missing voice lines for final Ant shot callout at end of 9-Torg bounty.
- Fixed missing voice lines for Clugg’s Suits and Sweezy during Giblets bounty.
- Fixed missing background music in Slums tunnel during 9-Torg bounty.
- Fixed Ant enemies going through a ramp wall during 9-Torg bounty.
- Improved performance in Destroyed Earth during Garmantuous Bounty.
Content & Feature Updates
Xbox Series X/S:
- Updated default visual quality setting - now called performance mode. This is intended to run at 60 fps with dynamic resolution (up to 1440p on Series X, up to 1080p on Series S).
- Added a new quality mode that features improved visual quality targeted at 30 fps. This runs with dynamic resolution up to 4k on Series X and 1440p on Series S.
PC:
- Added Native and AI Quality Improvement Modes (Nvidia DLSS, AMD FSR 2.0 and Intel XeSS options), now available in the Settings Menu.
All platforms:
- Added settings for disabling drift and distortion for the heads-up display (HUD) in the Settings Menu.
What is the AMD FidelityFX SDK?
The AMD FidelityFX SDK is our new and easy to integrate solution for developers looking to include AMD FidelityFX technologies into their games without any of the hassle of complicated porting procedures. In a nutshell, it is AMD FidelityFX graphics middleware. Background
In the last few years since we’ve started releasing AMD FidelityFX technologies, we’ve become one of the most used and trusted technology partners in the industry. Our outstanding open-source technology can now be found in over 250 games, made by some of the biggest names in gaming.
As our AMD FidelityFX technologies have grown and become more widely used, we recognized there were many ways we could improve the experience for developers looking to integrate them. The AMD FidelityFX SDK is the result of our aim to bring simplicity, structure, and consistency into all our great AMD FidelityFX technologies.
Of note, the SDK features:
- A consistent standard and style that is much more user-friendly.
- Easier application spawning letting us focus on core algorithm details rather than boilerplate setup code.
- A re-architected graphical framework that is not only more robust and ready, but is also API agnostic, allowing us to develop our effects across intended targets simultaneously.
- This also doubles as a great how-to in creating a custom backend implementation for developers’ own multi-platform engines.
- Extensive documentation.
- And lastly, we’ve taken a lot of the guesswork out of implementation steps by offering complete pre-built solutions for all of our effects. Most of which can be supported in under 20 lines of code.
- That being said, if you were a fan of taking the code we put out and manually integrating yourself, you are still free to do that. We’ve taken nothing away. All we’ve done is moved things into a more coherent structure on disk, and cleaned up the code to make it more consistent in style.
So, how does FSR 3 look? At Gamescom, we had a demonstration of both titles running with the new technology active on a Radeon 7900 XTX running at 4K output. Both were running with v-sync on, which AMD recommends for frame-pacing purposes. In the very small Forspoken demo we saw, the game was running locked at 120 frames per second and looked just as a v-synced 120fps should look. The game was running in FSR 2 quality mode providing its own frame-rate boost, with frame-gen then taking you up to the limit. In terms of fluidity and clarity, FSR 3 looked a match for DLSS 3 - a view shared by Alex, Rich and John, who were all present to see the demos in person. A great start for FSR 3.
Really wonder if Nvidia will allow it on *its* driver tho.
I also bet that methods that just work with the final outputs are probably going to not look as good. I've always kinda wondered why driver side interpolation never really materialized, even if it didn't look awesome. I know AMD/ATi did used to have Fluid Motion for video though.
Watching the presentation again I think you have to have Hyper RX to run DX11 and DX12 driver side frame gen. Thats a Radeon driver feature. Might be some mods out there that can hack that for other gpu brands but so far FSR3 frame gen might be limited for them to implementation only gameside.
So, how does FSR 3 look? At Gamescom, we had a demonstration of both titles running with the new technology active on a Radeon 7900 XTX running at 4K output. Both were running with v-sync on, which AMD recommends for frame-pacing purposes. In the very small Forspoken demo we saw, the game was running locked at 120 frames per second and looked just as a v-synced 120fps should look. The game was running in FSR 2 quality mode providing its own frame-rate boost, with frame-gen then taking you up to the limit. In terms of fluidity and clarity, FSR 3 looked a match for DLSS 3 - a view shared by Alex, Rich and John, who were all present to see the demos in person. A great start for FSR 3.