Microsoft hopes to combine DirectSR with DLSS, FSR, and XeSS upscaling technologies
DirectSR is a new Windows API that Microsoft just unveiled. With only one line of code, developers can now easily incorporate well-known AI super-resolution upscaling technologies like DLSS, FSR, and XeSS into their applications. The tech behemoth referred to DirectSR as the "missing link," as it provides a smooth transition between games and other super-resolution options. In partnership with leading companies in the industry, AMD, Intel, and Nvidia, this innovative API was developed.
Currently, game creators have a difficult time integrating support for several upscaling strategies because they have to write code specifically for each methodology. The industry states that developers won't have to customize support for each individual technology going forward, as they can use AMD FidelityFX Super Resolution, Intel XeSS, and Nvidia DLSS Super Resolution. The reason for this is that "multi-vendor SR through a common set of inputs and outputs" is made possible by the new API."
TAs a result, players will have more options at their disposal. For instance, PC gamers with different upscaling algorithms enabled can choose between DLSS, FSR, or XeSS depending on their graphics supplier. Players' gaming performance will be greatly improved by this, and image quality will be maintained—especially for those without the best graphics cards.
In the absence of Microsoft's formal declaration regarding DirectSR, the upscaling method might still work well with the newest graphics cards. DirectSR will be on display at the next Game Developers Conference (GDC), the business has revealed.
Not too long ago, Microsoft was in the process of testing "Automatic Super Resolution," a new feature for Windows 11 that aims to use artificial intelligence (AI) to enhance supported games by giving them more smoothness and detail. But now, it appears that the tech giant wants to use already-existing upscaling processes rather than develop a new super-resolution technology.
The first super-resolution technique available, Nvidia's DLSS, is frequently rated as having the best image quality in comparisons amongst them; nevertheless, it necessitates the tensor cores that are exclusive to the company's most recent GPUs. Similar in that it requires hardware from the company's Arc GPUs to function, Intel's XeSS is also available in a less efficient version that makes use of the DP4a capability often found in other cards. AMD's FSR can seem less steady when in motion, although it is software-based and mostly independent of hardware.
Microsoft Unveils the Windows DirectSR API
Microsoft has unveiled DirectSR, a new Windows API that will let programmers create popular AI super-resolution upscaling technologies like DLSS, FSR, and XeSS with just one line of code. DirectSR, which was created in collaboration with AMD, Intel, and Nvidia, is hailed as the "missing link" that connects games to several super-resolution methods.
Simplifying Upscaling Methods
It is currently difficult to incorporate support for many upscaling techniques since game developers must create separate code for each one. It won't be necessary for developers to separately incorporate support for each DirectSR functionality. Alternatively, they can make use of Nvidia DLSS Super Resolution, Intel XeSS, and AMD FidelityFX Super Resolution. Gamers will have more alternatives thanks to this, which will also significantly increase performance without sacrificing image quality.
An open preview is on the way.
Microsoft has announced that it intends to make a DirectSR public preview available on Windows via the Agility SDK. Through an API that makes use of a shared set of inputs and outputs, developers will have access to multi-vendor SR capabilities for both Windows 10 and Windows 11.
Look at GDC.
Although Microsoft is currently working on DirectSR, it is anticipated that the technology will be unveiled at the next Game Developers Conference (GDC). The business appears to be concentrating on utilizing current upscaling techniques rather than creating new ones, despite having tested features like "Automatic Super Resolution" on Windows 11.
By offering a single, multi-vendor solution, Microsoft's DirectSR API is hypothesized to make the application of super-resolution upscaling techniques in PC games easier. Future games that are supported will offer better performance and picture-quality choices for players.
The most widely used scaling technologies at the moment are Intel XeSS (which, despite Intel's states, has never been made public), AMD FSR 2 and FSR 3 (both open technologies), and NVIDIA DLSS2 and DLSS 3 (closed technologies that are limited to GeForce RTX visual cards). Additionally, you can draw attention to TSR as a feature of Unreal Engine, which is also compatible with DirectSR.
Advantages of DirectSR
By allowing game creators to write only one piece of code for well-known AI upscaling algorithms like DLSS, FSR, and XeSS, DirectSR seeks to lighten the workload on them. Because of this, players will have more freedom to select the upscaling method that best suits their needs, depending on the graphic vendor.
What is the AMD equivalent to DLSS?
Similar to DLSS 3, AMD's FSR 3 allows you to use the anti-aliasing setting you've selected in your game to enable fluid motion frames without activating the Super Resolution function.
AMD FSR 3
The most recent significant iteration of AMD's upscaling initiatives is called AMD FSR 3. It is combined with frame generation technology, such as DLSS 3. The version created by Team Red is known as Fluid Motion Frames, or FSR 3 Frame Generation (FMF for short).
Developers can choose whether or not to use FMF, which functions by putting a fake frame in between two natural ones. The technique renders two "normal frames," stores them, and then, before sandwiching them, creates a new frame based on the differences between the two. This extra frame, which essentially doubles the frames per second at the lowest possible cost, uses motion vectors and optical flow but requires less render time than a "real frame."
But there has to be a cost, since this isn't a world run by wizards. Call it the Law of Equivalent Exchange. Higher latency is the cost associated with that. Your inputs are thus delayed since the GPU needs to hold the latest frame in order to generate the one in between. With the help of technologies like AMD Anti-Lag, you can lessen this delay but not completely eliminate it. Even so, a conventional render would be quicker.
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RSR
Radeon Super Resolution, or RSR, is essentially FSR on a driver level; that is, it may be enabled in games that do not support FSR. However, it does require a Radeon RX 5000 GPU or newer, along with dedicated full-screen functionality. Compared to a full implementation of FSR 2, for example, the quality is inferior because it doesn't integrate within the game render workflow.
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