From HardZone we have been able to speak with Jonathan Ferguson, Technical Art Director of Illfonic and one of the main responsible for the implementation of AMD FSR technology in Arcadegeddon, his latest title, and who has very kindly answered all our questions.
This is how AMD FSR technology is implemented in games
HardZone: How did you come up with the possibility of collaborating with AMD to integrate FSR into Arcadegeddon?
“AMD was one of our most incredible partners in the past, so working with them to integrate FidelityFX Super Resolution into Arcadegeddon was an easy decision to say yes to. When we first showed the AMD Arcadegeddon team the look and feel with multi-layered colors, they decided it was a great match for this technology. “
“Because of how hardware and software have evolved, it now makes more sense than ever to balance rendering resolution and features; As pixel density increases, there are more reasons to use quality enhancement techniques to make the final image overall better than focusing solely on pixel density. This does not apply only to games, but also to cinema.
HardZone: Has the AMD team been actively involved in the integration or has it simply provided you with the necessary tools to do so?
“AMD has not been involved in the development of the game, but it has been a pivotal point in the successful integration of the FSR technology. They have provided valuable feedback to balance quality and performance, and have also helped us improve our suite of ray tracing features. “
HardZone: FSR technology is also supported by various NVIDIA GPUs, but is the game optimized for AMD graphics?
“Right now, AMD is our partner for Arcadegeddon and therefore our focus is on their products.” Note: we understand from this answer that yes, your game is optimized for AMD graphics.
HardZone: How much performance increase can we expect compared to not using FSR?
“This varies a lot depending on the hardware and the configuration, but on the PC we used to test all the configurations with all the details to the maximum (including Ray Tracing) we got the following results:
- FSR yield: 163% gain.
- Balanced FSR: 132% gain.
- FSR quality: 91% gain.
- FSR Ultra quality: 53% gain. »
HardZone: How much difference in performance can we find between the PC and console versions? And what about the graphic quality?
That’s an interesting question. Overall, FSR helps improve performance on both platforms, allowing us to push more rendering capabilities than would be possible if we only focused on always matching rendered resolution to screen resolution. “
HardZone: Are you satisfied with the ease with which FSR integrates into games?
“Integrating FSR into our game has been a smooth and easy experience.”
HardZone: Since FSR is now open source, can you modify the Lanczos algorithm used in this technology?
“We are always looking for ways to improve our products. If we are to change parts of FSR, it will most likely be while working with AMD on these efforts. ” Note: from this answer we understand that they will not modify anything if it is not in collaboration with AMD itself.
HardZone: FSR can also run on GCN architecture under FP16, is it possible to use it on PS4 Pro?
“Without being too specific, FSR is very flexible and can be run on a wide range of hardware.” Note: with this we understand that yes, it would be possible to use FSR on previous generation consoles.
HardZone: Will you implement FSR in any of your other games, or will it be only for future releases?
“At the moment we are focused on developing our new title, Arcadegeddon, as well as other projects yet to be announced, but the goal is to release the final version of Arcadegeddon in the first quarter of 2022 and then we will see.”
From here we want to thank once again the kindness of Illfonic for answering our questions and we wish them great success in their new releases.