Stephan Hodes (Software Development Engineer, AMD)
Location: Room 3001, West Hall
Date: Thursday, March 23
Time: 11:30 am - 12:30 pm
All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Independent Games Summit Pass
Vault Recording: Not Recorded
Audience Level: Intermediate
This presentation provides a deep dive into temporal upscaling, describing how different parts of the algorithm work together to generate the final image and what techniques are used in FSR to mitigate various common artifacts.
The presentation will also cover lessons learned from integrating temporal upscaling into various AAA games and will suggest best practices for integration, from quickly getting a working prototype to full integration into your engine using all bells and whistles.
Finally, this presentation will discuss the evolution of FSR 2 since initial release, as several internal features required a significant redesign due to special requirements of various titles.