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FSRForReShade

An implementation of AMD's FidelityFX Super Resolution for ReShade / SweetFX

Based on goingdigital's shadertoy shader: https://www.shadertoy.com/view/stXSWB

It's essentially a conversion from glsl to hlsl with a few multiply-adds thrown in to reduce instructions.

Designed with SweetFX 2.0 + ReShade. Something may need to be changed for it to work with newer versions (I think the vertex shader FullscreenTriangle needs to be replaced with PostProcessVS).

Downscales the output from the game, then upscales it again.

This means that it cannot be used to speed up the game it is applied to - the game still runs at whatever resolution you set it to within the game's settings then this changes it after the fact. It can be used as an anti-aliasing shader.

This project was more of an academic exercise for me to see if I could do it than something with a pracitcal application.

Usage

Prerequisites:

  • Have ReShade / SweetFX "installed" for the game you want to shade

Required:

  • Copy the shader to the shaders folder, e.g. "NFSUnderground2/SweetFX/Shaders", where all the other shaders live
  • In "SweetFX/SweetFX_Settings.txt" add the line #define USE_FSR 1 after the use custom line
  • In "SweetFX/Shaders/Main.h" add the following code after custom:
/*-----------------------.
  | ::        FSR       :: |
  '-----------------------*/
#if (USE_FSR == 1)
	#include "SweetFX\Shaders\FSR.h"
#endif

Optional:

  • Edit line 259 of "SweetFX/Shaders/FSR.h" to change the value of rendersize to the size you want to shrink the image to before it is upscaled.

Screenshots

Downscaled to 1080p then upscaled back to 4K Downscaled to 1080p from 4K then upscaled back to 4K

1440p -> 4K Same but to 1440p

4K -> 4K 4K scaled to 4K

Native 4K Native 4K