The newest AMD FidelityFX SDK brings with it a host of bug fixes, especially addressing some problems seen in the earlier versions of FSR 3.1.1 and 3.1.2. Developers have been treated to a series of updates aimed squarely at tackling the issues that have previously been a bit of a roadblock.
A Closer Look at AMD FidelityFX SDK 1.1.3: What’s New?
AMD has rolled out the FidelityFX SDK 1.1.3 via GPUOpen, aiming to streamline processes that were previously more cumbersome for game developers. On top of that, there are plenty of tweaks intended to bolster the flexibility and integration of various features within the toolkit. These improvements touch on the essentials, expanding support for Vulkan and DirectX 12, all the while enhancing compatibility with the Microsoft Game Development Kit designed for Xbox and desktop use. Here’s a run-through of the major updates in version 1.1.3:
Improvements in Frame Interpolation Backend
The update notably refines the Frame Interpolation Backend, which gets a general cleanup and performance boost. This means smoother frame transitions, especially in games harnessing the power of FidelityFX Super Resolution 3.
Vulkan-Specific Enhancements
Several modifications have been introduced for Vulkan, including changes to the letterbox, getting rid of Vulkan binding shifts, and updates around VRAM queries and Queue Selection and Behavior. These improvements focus on pipeline handling, shader compilation, VRAM usage, and the GPU queue selection process for rendering.
Addressing GAME_MOTION_VECTOR_FIELD Pass Issues
Adjustments have been made to resolve issues related to the incorrect sampling of the Backbuffer in certain motion vector calculations, which previously led to unwanted visual artifacts during rendering.
Framework Advancements
Aside from some general stability tweaks, the SDK adds support for Typeless formats in DX12/GDK. Developers can now separate the backbuffer and HUD formats, allowing HUD elements to be rendered independently for clearer visuals.
Tools for Debugging and Performance Adjustments
In this update, additional debug lines have been included for pacing tests, assisting developers in fine-tuning frame pacing. There’s also exposed Frame Pacing Tunings to allow further customization of frame parameters.
A Series of Bug Fixes
Several smaller bugs, including typos and minor inconsistencies, have been addressed. Notable fixes include resolving a deadlock in the ‘UpdateTileMappings()’ function that previously caused rendering freezes. Additionally, removing unused distortion texture channels helps cut down on wasted resource use.
The standout feature of this update is undoubtedly the inclusion of FSR 3.1.3. It’s a significant leap forward, offering resolutions to existing issues and bringing in the hybrid spin lock pacing as an opt-in feature, granting developers better control over frame synchronization. Moreover, the enhancements made to the AMDFidelityFX_FSR3Frameinterpolation GDK sample provide native FSR 3.1.3 support on Microsoft’s Xbox and desktop platforms.