The latest update to the AMD FidelityFX SDK has introduced a series of much-needed bug fixes, particularly targeting issues found in the older versions like FSR 3.1.1/2. Developers can finally breathe a sigh of relief with these improvements.
### New and Improved: AMD FidelityFX SDK 1.1.3
AMD has rolled out their FidelityFX SDK 1.1.3 on GPUOpen, which is a game-changer for developers. They’ve managed to simplify processes that were previously a hassle and have implemented loads of optimizations. These enhancements promise better integration and overall performance.
The fresh patch isn’t just about tidying up known problems—there are exciting additions, especially for Vulkan and DirectX 12 users. Building on the earlier FidelityFX SDK 1.1, the new version also boosts compatibility with the Microsoft Game Development Kit for Xbox consoles and desktop platforms. Here’s a look at some of the key updates in FidelityFX SDK 1.1.3:
#### Frame Interpolation Backend Gets a Makeover
This update has cleaned up and optimized the Frame Interpolation Backend, stepping up the performance and reliability of interpolation algorithms. Gamers can expect smoother frame transitions, especially in titles leveraging FidelityFX Super Resolution 3.
#### Vulkan Gets a Special Treat
Vulkan-specific updates include overhauls like changes to the letterbox, removal of Vulkan binding shifts, improved VRAM queries, and refined Queue Selection and Behavior. These tweaks touch on critical Vulkan elements like pipeline management, shader compilation, VRAM efficiency, and GPU queue selection for rendering.
#### Polishing Motion Vector Calculations
One significant fix involves the GAME_MOTION_VECTOR_FIELD Pass, addressing incorrect backbuffer sampling in some motion vector calculations that previously caused rendering artifacts.
#### Framework Gets Better
Several framework enhancements are also in the mix. There’s improved stability all around, and notably, Typeless format support in DX12/GDK, alongside separate formats for the backbuffer and HUD elements. This change allows developers to render HUD components independently from the backbuffer for crisper visuals.
#### Enhanced Debugging and Performance Tuning
New debug lines for pacing tests and broader functionality for frame pacing tuning have been added, allowing developers to refine frame timing and pacing more effectively.
#### Minor Fixes, Major Impact
On the smaller scale, the update tackles a few bugs, typos, and minor glitches. Notably, a fix for a deadlock issue in the ‘UpdateTileMappings()’ function that was freezing rendering is included. It also eliminates unused distortion texture channels to conserve resources.
The standout addition is FSR 3.1.3, packed with updates over its predecessor. It not only addresses past issues but also introduces a hybrid spin lock pacing feature that offers optional, improved frame synchronization. Updates to the AMDFidelityFX_FSR3Frameinterpolation GDK sample have brought seamless native support for FSR 3.1.3 to both Xbox and desktop platforms under Microsoft’s umbrella.