fsr 2.0 coming to x4 when it comes out in a month or two?

This forum is the ideal place for all discussion relating to X4. You will also find additional information from developers here.

Moderator: Moderators for English X Forum

Post Reply
Skeeter
Posts: 3675
Joined: Thu, 9. Jan 03, 19:47
x3

fsr 2.0 coming to x4 when it comes out in a month or two?

Post by Skeeter » Thu, 17. Mar 22, 19:05

with fsr 2 having temporal motion stuff and optimised aa built in so no need for ingame aa to be picked etc, this sounds great to combat x4 shimmering on edges or things due to x4 having no way to fix lack of specularity aa. Least im hoping it will help smooth the little white lines and stuff on most stuff u see when walking about on stations as its always bugged me.

So im wondering if x4 will move from fsr 1 to fsr 2 or both options i dunno later on? I surely hope so.
[ external image ]
7600x cpu 5.4ghz 32gb DDR5 5600mhz 6700XT 32" 1440p mon

Skeeter
Posts: 3675
Joined: Thu, 9. Jan 03, 19:47
x3

Re: fsr 2.0 coming to x4 when it comes out in a month or two?

Post by Skeeter » Thu, 12. May 22, 02:49

https://www.techpowerup.com/review/amd- ... fx-fsr-20/

hope x4 gets it mainly for the taa code so we can have better aa options than existing options.

Plus reports say can be used by 500 amd series and up and geforce 10x0 series and up so good broad compatability.

Bernd, make this happen plz.
[ external image ]
7600x cpu 5.4ghz 32gb DDR5 5600mhz 6700XT 32" 1440p mon

MPX10L
Posts: 294
Joined: Sat, 1. Dec 07, 18:51
x4

Re: fsr 2.0 coming to x4 when it comes out in a month or two?

Post by MPX10L » Thu, 12. May 22, 20:44

I too really hope that they can implement it!
I'd love to see proper temporal antialiasing in X4 because it is flickering quite a lot. Especially since I don't have the hardware to play at 4K or supersampled.
FSR 1 made X4 much more usable on low end machines and FSR2 will probably improve on that. I love it! :)

mattaw
Posts: 5
Joined: Tue, 5. Apr 22, 19:58

Re: fsr 2.0 coming to x4 when it comes out in a month or two?

Post by mattaw » Sat, 14. May 22, 08:09

If fsr2.0 can be implemented it will provide both best in class TAA (a much requested feature!) and upscaling like DLSS but without the licensing fees etc.!

I'm on a RTX 2070 super and fsr1 is ok but hideous anti aliasing, especially for thin lines. FSR1.0 quality is the only was I can play on 4k with all the eye candy, fsr2.0 would be the holy grail to fix that last issue.

Skeeter
Posts: 3675
Joined: Thu, 9. Jan 03, 19:47
x3

Re: fsr 2.0 coming to x4 when it comes out in a month or two?

Post by Skeeter » Wed, 22. Jun 22, 23:46

https://videocardz.com/press-release/am ... pen-source

AMD publishes FidelityFX Super Resolution 2 source code
[ external image ]
7600x cpu 5.4ghz 32gb DDR5 5600mhz 6700XT 32" 1440p mon

linolafett
EGOSOFT
EGOSOFT
Posts: 3366
Joined: Mon, 26. Mar 12, 14:57
x4

Re: fsr 2.0 coming to x4 when it comes out in a month or two?

Post by linolafett » Fri, 24. Jun 22, 11:17

As far as i understood, we do not have yet the temporal information in our render engine. Without this information FSR 2.0 will not work.
We are aware of the new FSR and are talking about it. I can not say anything more right now.

Personally i am a huge fan of TAA and would love to be able to use it in X4 as well :)
01001100 01101001 01101110 01100101 01110011 00100000 01101111 01100110 00100000 01110100 01101001 01101101 01100101 01110011 00101110 00101110 00101110

My art stuff

Skeeter
Posts: 3675
Joined: Thu, 9. Jan 03, 19:47
x3

Re: fsr 2.0 coming to x4 when it comes out in a month or two?

Post by Skeeter » Fri, 24. Jun 22, 14:48

linolafett wrote:
Fri, 24. Jun 22, 11:17
As far as i understood, we do not have yet the temporal information in our render engine. Without this information FSR 2.0 will not work.
We are aware of the new FSR and are talking about it. I can not say anything more right now.

Personally i am a huge fan of TAA and would love to be able to use it in X4 as well :)
u know amd provides taa code for this in the source code? All ud have to do is impliment it and iron a few bugs maybe. This is why im hoping fsr 2 gets in x4 for its taa which x4 has yet to do but this way the works done for u really so alot less time than normal to get it in there.
[ external image ]
7600x cpu 5.4ghz 32gb DDR5 5600mhz 6700XT 32" 1440p mon

CBJ
EGOSOFT
EGOSOFT
Posts: 51962
Joined: Tue, 29. Apr 03, 00:56
x4

Re: fsr 2.0 coming to x4 when it comes out in a month or two?

Post by CBJ » Fri, 24. Jun 22, 14:56

Skeeter wrote:
Fri, 24. Jun 22, 14:48
u know amd provides taa code for this in the source code? All ud have to do is impliment it and iron a few bugs maybe. This is why im hoping fsr 2 gets in x4 for its taa which x4 has yet to do but this way the works done for u really so alot less time than normal to get it in there.
Sorry, but this is what people say every time a new API or technology comes along, and it's complete nonsense. It is NEVER just a case of "quickly implement it as supplied and iron out a few bugs". It always requires weeks, or even months, of work and it is rarely worth even starting that work until the API has stabilised and proven itself to be worthwhile. As Lino said, we already know that certain information it requires is currently missing, and if we do implement it, it is certainly not going to happen overnight.

Droflek
Posts: 41
Joined: Thu, 19. Feb 04, 11:20
x4

Re: fsr 2.0 coming to x4 when it comes out in a month or two?

Post by Droflek » Tue, 28. Jun 22, 15:44

CBJ wrote:
Fri, 24. Jun 22, 14:56
Sorry, but this is what people say every time a new API or technology comes along, and it's complete nonsense. It is NEVER just a case of "quickly implement it as supplied and iron out a few bugs". It always requires weeks, or even months, of work and it is rarely worth even starting that work until the API has stabilised and proven itself to be worthwhile. As Lino said, we already know that certain information it requires is currently missing, and if we do implement it, it is certainly not going to happen overnight.
Too true. At least you have already taken a look to see what is missing to support FSR 2.0. Maybe we won't see it for X4: Foundations, but we can always dream :-)

User avatar
Malakie
Posts: 1061
Joined: Tue, 13. Apr 04, 23:08
x4

Re: fsr 2.0 coming to x4 when it comes out in a month or two?

Post by Malakie » Wed, 29. Jun 22, 07:47

What about DLSS for Nvidia users? That system is great for resolution processing and graphics stuff. Cyberpunk 2077 is a great example. At 3840x2160 4k, I get about 25-30 FPS without turning it on. Turning it on I jump to 50 fps - 60fps. And that's on an 11900k CPU and RTX 3080 Ultra FTW setup.
Take it light.....

Malakie

----------------------------------------------------

Imperial Good
Moderator (English)
Moderator (English)
Posts: 4764
Joined: Fri, 21. Dec 18, 18:23
x4

Re: fsr 2.0 coming to x4 when it comes out in a month or two?

Post by Imperial Good » Wed, 29. Jun 22, 11:53

Malakie wrote:
Wed, 29. Jun 22, 07:47
What about DLSS for Nvidia users?
Issue is that technology is proprietary and only works on recent Nvidia GPUs which have Tensor cores. It is also unclear how the AI will handle a space setting given that it is mostly trained on more conventional terrestrial or fantasy environments.

A better alternative will be the up coming Intel Xe Super Sampling since that is also an AI upscaler except open and compatible with GPUs from other vendors. Although it is unclear how well current AMD GPUs accelerate AI, you can at least expect this to run well on Nvidia GPUs with tensor cores and all up coming and some existing Intel GPUs.

Skeeter
Posts: 3675
Joined: Thu, 9. Jan 03, 19:47
x3

Re: fsr 2.0 coming to x4 when it comes out in a month or two?

Post by Skeeter » Wed, 13. Jul 22, 04:20

https://www.pcgamer.com/watch-this-amd- ... r-an-hour/

Maybe of help if u ever get round to integrating it in x4.
[ external image ]
7600x cpu 5.4ghz 32gb DDR5 5600mhz 6700XT 32" 1440p mon

Skeeter
Posts: 3675
Joined: Thu, 9. Jan 03, 19:47
x3

Re: fsr 2.0 coming to x4 when it comes out in a month or two?

Post by Skeeter » Thu, 8. Sep 22, 17:15

[ external image ]
7600x cpu 5.4ghz 32gb DDR5 5600mhz 6700XT 32" 1440p mon

Artean
Posts: 1101
Joined: Tue, 14. Feb 06, 17:41
x4

Re: fsr 2.0 coming to x4 when it comes out in a month or two?

Post by Artean » Thu, 8. Sep 22, 20:08

Skeeter wrote:
Thu, 8. Sep 22, 17:15
https://community.amd.com/t5/gaming/amd ... a-p/544170

fsr 2.1 update out now.
Implementing FSR 2.1 would be a great investment in X4 and it's graphic engine. I really hope they will find the time.
"In the beginning the Universe was created. This has made a lot of people very angry and has been widely regarded as a bad move." - D.N.A

Imperial Good
Moderator (English)
Moderator (English)
Posts: 4764
Joined: Fri, 21. Dec 18, 18:23
x4

Re: fsr 2.0 coming to x4 when it comes out in a month or two?

Post by Imperial Good » Fri, 9. Sep 22, 08:24

Artean wrote:
Thu, 8. Sep 22, 20:08
Implementing FSR 2.1 would be a great investment in X4 and it's graphic engine. I really hope they will find the time.
Likely has the same issues preventing its implementation as FSR 2.0.

FSR 2.0 requires motion vectors be tracked within the graphic pipeline. X4 currently does not do this and it is non-trivial to make it do so. FSR 1.0 did not require this, which is why X4 supports it. If the required engine feature is added to X4 then FSR 2.0 and later will likely be added.

Artean
Posts: 1101
Joined: Tue, 14. Feb 06, 17:41
x4

Re: fsr 2.0 coming to x4 when it comes out in a month or two?

Post by Artean » Fri, 9. Sep 22, 18:35

Imperial Good wrote:
Fri, 9. Sep 22, 08:24
Artean wrote:
Thu, 8. Sep 22, 20:08
Implementing FSR 2.1 would be a great investment in X4 and it's graphic engine. I really hope they will find the time.
Likely has the same issues preventing its implementation as FSR 2.0.

FSR 2.0 requires motion vectors be tracked within the graphic pipeline. X4 currently does not do this and it is non-trivial to make it do so. FSR 1.0 did not require this, which is why X4 supports it. If the required engine feature is added to X4 then FSR 2.0 and later will likely be added.
I'm sure there are lot of associated work but, in the long run, it should be a good investment in the engine. And certainly so if Egosoft plans to build more games on it.
"In the beginning the Universe was created. This has made a lot of people very angry and has been widely regarded as a bad move." - D.N.A

Imperial Good
Moderator (English)
Moderator (English)
Posts: 4764
Joined: Fri, 21. Dec 18, 18:23
x4

Re: fsr 2.0 coming to x4 when it comes out in a month or two?

Post by Imperial Good » Fri, 9. Sep 22, 19:42

Artean wrote:
Fri, 9. Sep 22, 18:35
I'm sure there are lot of associated work but, in the long run, it should be a good investment in the engine. And certainly so if Egosoft plans to build more games on it.
Such investment would likely come at the cost of other features as development resources are finite. The question would be if the benefits of the features needed for FSR 2.0 is worth more than investing that same time on other features.

Ultimately the only benefit FSR 2.0/2.1 by itself brings over the currently supported FSR 1.0 is a slight visual improvement for people with old or underpowered GPUs driving high resolution displays. Due to how efficient X4 is graphically any modern GPU paired with an appropriate resolution display will be CPU bottlenecked at native resolution and high visual settings.

An example of someone who would benefit would be a person running X4 with a GTX 760 4GB at 1440p. Between the inefficient Vulkan support and just lack of processing power of such old GPUs there is a major GPU bottleneck to the point that X4 is unplayable without using a lower resolution, which can then be upscalled using FSR. FSR 2.0/2.1 would improve the visual experience for such a person.

An example of someone who would not benefit would be a person running X4 with a RTX 3060 ti at 1440p. The GPU effortlessly manages high frame rates with maxed out visuals at native resolutions. They might benefit from temporal anti-aliasing that could be added using some of the features required for FSR 2.0, but not from FSR 2.0 itself as they do not need to use it and as such do not benefit from it.

Skeeter
Posts: 3675
Joined: Thu, 9. Jan 03, 19:47
x3

Re: fsr 2.0 coming to x4 when it comes out in a month or two?

Post by Skeeter » Fri, 9. Sep 22, 20:25

Ur wrong, my 6700xt at 1440p did benefit with fsr on.

Also fsr 2 has taa code in it so egosoft dont need to write their own and thats a nice aa method alot of us wouldnt mind using over the more expensive options currently available.

Also amd said about 4 weeks to implement fsr 2 if you dont currently have motion vectors. Surely the time needed to do it isnt that much if amd thinks dev can do it it that time frame. No playing the small dev team card either lol, plenty of other studios with similar team counts.

Quote - temporal anti-aliasing that could be added using some of the features required for FSR 2.0, but not from FSR 2.0 itself as they do not need to use it and as such do not benefit from it.

This is incorrect, fsr 2.0 does need it and use taa as they written taa code into fsr 2 code. If you mean does x4 need taa in some way then yes yes it does.
[ external image ]
7600x cpu 5.4ghz 32gb DDR5 5600mhz 6700XT 32" 1440p mon

Imperial Good
Moderator (English)
Moderator (English)
Posts: 4764
Joined: Fri, 21. Dec 18, 18:23
x4

Re: fsr 2.0 coming to x4 when it comes out in a month or two?

Post by Imperial Good » Fri, 9. Sep 22, 22:23

Skeeter wrote:
Fri, 9. Sep 22, 20:25
Ur wrong, my 6700xt at 1440p did benefit with fsr on.
Benefit in what way? Significantly higher frame rate?
Skeeter wrote:
Fri, 9. Sep 22, 20:25
Also fsr 2 has taa code in it so egosoft dont need to write their own and thats a nice aa method alot of us wouldnt mind using over the more expensive options currently available.
TAA is still a separate feature. It has to work without FSR being enabled for people playing at native resolution. It is one of the factors that will likely be discussed as developers have mentioned previously in this thread.
Skeeter wrote:
Fri, 9. Sep 22, 20:25
Also amd said about 4 weeks to implement fsr 2 if you dont currently have motion vectors. Surely the time needed to do it isnt that much if amd thinks dev can do it it that time frame. No playing the small dev team card either lol, plenty of other studios with similar team counts.
4 weeks is a lot of time that could be spent making or fixing something else. That also might not factor in the time needed to debug and polish the feature after it is implemented. Especially in an already finished game like X4 where it is likely to initially cause some regressions.
Skeeter wrote:
Fri, 9. Sep 22, 20:25
This is incorrect, fsr 2.0 does need it and use taa as they written taa code into fsr 2 code. If you mean does x4 need taa in some way then yes yes it does.
TAA is still a separate feature. You could add all the temporal data, add TAA and still not add FSR 2.0 as they are separate. TAA is just another factor that could benefit people who do not benefit from FSR that could be used to help justify the required changes. There are likely others as well, but FSR 2.0 itself is likely not enough of a reason.

Skeeter
Posts: 3675
Joined: Thu, 9. Jan 03, 19:47
x3

Re: fsr 2.0 coming to x4 when it comes out in a month or two?

Post by Skeeter » Sat, 10. Sep 22, 00:22

fsr requires aa, they prefer you to use taa as its the best for purpose. The taa code amd made and is built into is for fsr2 and devs are expected to use it with fsr 2 on. Im not on about any other use outside of fsr2.1

Benefit yes it was higher and bit smoother framerate.

Yes taa can be separate and can use it without fsr 2 but that would be a different subject i.e es doing taa on their own and just have it as a option ingame. Of you put in fsr 2.1 then amd wants devs to use taa so it will be forced on in options when on. Thats how most games have it iirc.
[ external image ]
7600x cpu 5.4ghz 32gb DDR5 5600mhz 6700XT 32" 1440p mon

Post Reply

Return to “X4: Foundations”