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support FSR 2.0 #10

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dncpax opened this issue May 19, 2022 · 5 comments
Open

support FSR 2.0 #10

dncpax opened this issue May 19, 2022 · 5 comments

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@dncpax
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dncpax commented May 19, 2022

Would be very good to use FSR 2 now that it's available.

@adam-sawicki-a
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FSR 2 code is not available publicly yet. Some technical details have been disclosed though. The effect will need not only color texture on input, but also depth and motion vectors, so it is not directly applicable to just screenshots from games. It doesn't make much sense to use it outside of a full game engine. In such engine, it will be easier to just integrate FSR 2 as the library/source code (when it becomes available publicly) rather than export the textures and launch a command line tool. So adding support for FSR 2 to this application is likely not a good idea.

@dncpax
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dncpax commented May 20, 2022

Hi. Did not know that. Thanks for clarifying. For context, I was looking into applying this method to satellite imagery. It crashes. I'm suspecting it's the size of the images (over 10000x10000 pixels). But if I'll try opening a new issue if you feel it's interesting.

@adam-sawicki-a
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Sure, you can open an issue. It would be useful if you also try to debug it by compiling the project from source and checking if it is not something internal to WIC, which is a Microsoft Windows API and external to this project.

@dncpax
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dncpax commented May 20, 2022

That may well be over my abilities...

@kizmo
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kizmo commented Oct 26, 2022

@dncpax do you use source images above 10000x10000 or try to generate output with this sizes?
Asking because i upscaled one 720x515 to 14400x10300 and it was okay
so it is ok with 20x, tried with 25x but failed with

FidelityFX_CLI.cpp(657): FAILED( dev->CreateTexture2D(&dstTextureDesc, nullptr, &dstTexture) )

not sure if it is not hardware related as my GPU is with only 4GB VRAM (RX560)

but if your source images are 10k it is a bit diff ^^ :-P

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