![]() He then moved onto our temporal upscaling solution, FSR 2, sharing plenty of information on not just the initial development but also our subsequent FSR 2.1 and FSR 2.2 point releases and the problems they solved.Īlong the way there were plenty of tips on integrating FSR 2, so if you’ve already got it in your game or planning on doing so, you won’t want to miss this presentation. He began by explaining our primary motivations and the workings behind our spatial upscaler, FSR 1. Many of our sponsored sessions were useful for developers who want to improve the performance of their games:Ĭore Technology Group engineer Stephan Hodes’ session was a journey through our FidelityFX Super Resolution technologies with a particular focus on temporal upscaling. ![]() Make sure you don’t miss the demo video of the solution on YouTube while you wait for the presentation to become available. Guillaume Boisse from our Advanced Rendering Research group introduced a solution for two-level radiance caching for fast and scalable real-time dynamic global illumination in games. ![]() ![]() We were very pleased to be invited to present at the Advanced Graphics Summit. We’re sharing the videos and slide decks from most of our sessions on our GDC 2023 page, with the remaining ones to follow once they’re ready – so keep checking back! We appreciated your time, and we hope you gained some useful knowledge in return!įor those of you who couldn’t make it to GDC, while we missed seeing you there, you’re not going to miss out entirely. We were delighted to see so many of you at the Game Developers Conference this week, whether in meetings or at one of our many technical presentations.
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