The latest release of the AMD FidelityFX SDK serves up a series of notable improvements, especially when it comes to addressing some pesky bugs tied to FSR 3.1.1/3.1.2. Developers have been encountering several challenges, and AMD’s updates come as a welcome relief, smoothing over these issues quite effectively.
The announcement of the FidelityFX SDK 1.1.3, now showcased on GPUOpen, marks a significant stride forward. AMD is actively making life easier for game developers by streamlining processes that were previously cumbersome. The patch is packed with optimizations and enriching features, making this toolkit more intuitive and efficient for integration.
Central to this update is not just the fixes for past issues, but also the suite of new functionalities introduced for Vulkan and DirectX 12. This version steps up compatibility with Microsoft’s Game Development Kit, supporting both Xbox consoles and desktop environments. Let’s dive into the crucial updates in version 1.1.3 of the FidelityFX SDK:
Frame Interpolation Backend Enhancements
This upgrade carries out a thorough cleanup and introduces optimizations within the Frame Interpolation Backend. These changes enhance the performance and reliability of interpolation algorithms, ensuring smoother frame transitions in games utilizing FidelityFX Super Resolution 3.
Vulkan-Specific Improvements
A collection of updates have been applied here, including modifications to Letterbox settings, the abolishment of Vulkan binding shifts, VRAM inquiries, and Queue Selection behaviors. These upgrades address various Vulkan components, such as pipeline management, shader compilation, VRAM management, and GPU rendering queue selection.
GAME_MOTION_VECTOR_FIELD Fixes
One noteworthy fix tackles the incorrect sampling of the Backbuffer in certain motion vector computations, which previously stirred up rendering artifacts.
Framework Refinements
Aside from general framework updates to bolster stability, the SDK introduces support for typeless format in DX12/GDK and separates Backbuffer and Hudless formats. This change allows developers to render HUD elements distinctly from the main backbuffer, improving visual clarity in games.
Debugging and Performance Optimization
Additional debug lines have been embedded for pacing test purposes, which are crucial in analyzing and refining frame pacing. The feature also exposes Frame Pacing Tuning capabilities, offering fine-grain control over frame rendering.
Bug Resolutions
Some minor imperfections, such as typos and small inconsistencies, have been rectified. The resolution of a deadlock in the ‘UpdateTileMappings()’ function—which was causing rendering freezes—stands out. Moreover, unnecessary distortion texture channels have been removed to conserve resources.
The star of this update is undoubtedly the integration of FSR 3.1.3, ushering in multiple advancements over its predecessor. These additions not only mend existing problems but also introduce the opt-in hybrid spin lock pacing to afford better frame synchronization control. Furthermore, revisions to the AMDFidelityFX_FSR3Frameinterpolation GDK sample bring native support for FSR 3.1.3 to Microsoft’s Xbox and desktop platforms, a boon for developers working within these ecosystems.