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Arcadegeddon Becomes First PS5 Game to Implemented AMD FSR Alongside TAAU Upscaling

Co-op shooter Arcadegeddon has become the first PS5 game to use AMD’s FidelityFX Super Resolution upscaling technology. This implementation, however, is a bit special. The developers have merged temporal anti-aliasing upsampling (TAAU) or temporal upscaling with FSR which is a spatial filter to significantly improve image quality. TAAU (similar to NVIDIA’s DLSS 2.0) uses info from previous frames (accumulating them) to upsample the present frame after rendering it a lower resolution internally:

AMD’s FSR, on the other hand, is a spatial upsampler that only uses data from the present frame. It uses gradient reversal in the image (along with CAS) to reconstruct a higher resolution image, but as we’ve seen, it suffers from loss of detail, falling behind DLSS in most cases. By using TAAU alongside FSR, the developers of Arcadegeddon have (in theory) mitigated a major drawback of FSR. It’ll be interesting to see how it performs in action. Here are the patch notes from Friday:

Added AMD FSR 1.0

  • PS5 – Enabled AMD FSR 1.0 + TAAU Hybrid Upscaling by default
  • PC – Added upscaling options including AMD FSR 1.0 and TAAU

Balance Changes

  • Increased the Inflation time with the Pixel Popper on the Heavy Trooper
  • Adjusted the aggro and enemy target evaluation times on the Heavy Trooper to prevent them from trying to change targets too frequently

Bug Fixes

  • [PC]  Added a Max Framerate Options to the Video Settings
  • [PS5] Fixed an issue where PS+ was required for solo runs
  • Optimized texture streaming pool
  • Fixed an issue with the tutorial challenge “Get into the Game” not being completed if done while in a party
    • For those in a broken state, initiate a run either solo or in a party and it should complete automatically when you get back to Gilly’s
  • Fixed an issue with the HUD requesting to Apply Changes in Settings when no changes have been made
  • Fixed an issue with Simulation Scores not being promoted to the appropriate Leaderboard when someone has left the run prior to the remaining team finishing the run
  • Fixed an issue where the HUD would not appear when loading into a Boss Fight
  • Fixed a general HUD data crash
  • Fixed a crash related to stuns from Shock Weapons and Electro Balls in Nerve Center
  • Fixed a crash related to burning and freeze status effects
  • Fixed a crash related to players taking damage
  • Fixed a crash related to  weapon data replication
  • Fixed a null targeting crash

Source

Areej

Computer Engineering dropout (3 years), writer, journalist, and amateur poet. I started my first technology blog, Techquila while in college to address my hardware passion. Although largely successful, it was a classic example of too many people trying out multiple different things but getting nothing done. Left in late 2019 and been working on Hardware Times ever since.

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