Here’s a piece of good news for game devs around the world – AMD just released the new FSR 3.1 SDK update as part of the FidelityFX SDK 1.1 package.
Now the first big thing will be none other than the decoupling of the Frame Generation technique from the upscaling algorithm. Previously they are combined as the FG algorithm needed processed motion vector and depth data from the FSR upscaling process but with FSR 3.1, a “Prepare Function” was given to the Frame Generation fundamental layer that actively takes motion vector and depth scene data before upscaling, making it possible for Frame Generation to work with any upscaler, including third-party ones.
For gamers, that means that in future updates, you might be able to toggle the ON/OFF switch for FG and FSR upscaling individually.
Aside from general improvements on the FSR upscaling algorithm with better detail preservation and less temporal instability, it now supports letterboxing natively as well as higher quality of objects previously left out of reactive mask inputs.
For developers specifically, AMD found that moving from one version of FSR to another required a lot of code changes and game rebuilds so new sets of API were introduced through a small set of DLL functions for or creating, destroying, querying, configuring, and dispatching effects. If you’re familiar with Vulkan, this will feel pretty similar. The API also ensures stability and easy updates for game releases.
Speaking of Vulkan, native support is here but Frame Generation via Vulkan still requires a bit of “manual dev work” AMD has samples ready to reference and begin the implementation process.
Lastly, there the other minor optimizations here and there including Xbox Game Development Kit support.
You can check out more information on the official post about FSR 3.1 SDK.