在之前的GDC 2024上,微软公布了一项名为“Microsoft DirectSR”的新技术。游戏开发者利用DirectSR API,可以一次性开发,兼容当前市场上的主流超分辨率技术,包括了NVIDIA DLSS、AMD FSR、以及Intel XeSS等。
据4gamer报道,微软Direct3D部门开发经理Shawn Hargreaves简单地介绍了Microsoft DirectSR,指出现在的PC游戏都希望马上能够集成多种超分辨率技术,并且是最新的版本,对游戏开发商造成了适配方面的压力,而这正是DirectX想要帮助开发者解决的问题。
DirectSR被描述为一个新的DirectX API,通过标准接口可以在所有支持的硬件平台上运行,并作为Direct SuperResolution的一部分提供。游戏开发者只要调用DirectSR配置参数,就能实现对所有主流超分辨率技术的无缝支持,而内置的其他变体则针对特定的硬件使用。这将极大简化游戏开发流程,提升了开发的效率和灵活性。
AMD FSR 2.2.2最初是作为一个通用着色器程序编写的,并且在任何支持Compute Shader 6.2的显卡上运行,因此微软决定将其集成到DirectSR运行时中。游戏开发者通过简单的预处理和参数设置,就能使游戏在没有额外FSR 2代码下运行,提供了一种更加高效、便捷的超分辨率解决方案。
据了解,DirectSR的开发工作还在进行当中,面向游戏开发人员的测试版本尚未确定发布日期。
我匿名了 03-27 19:50
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我匿名了 03-27 11:53
Microsoft revealed that its DirectSR (Direct Super Resolution) API, which seeks to standardize super resolution-based performance enhancement technologies in games, has a hardware-independent default code path that is essentially based on AMD FSR 2.2, a Microsoft Dev Manager speaking at GDC has revealed. DirectSR provides a common set of APIs for game developers to integrate super resolution—so that developers don't have to separately implement DLSS, FSR and XeSS. Rather these upscalers, and others, can register themselves with the DirectSR API, and then get fed a dozen of input parameters that they may (or may not) use to improve the upscaling quality. Since AMD has open-sourced the code of FSR 2.2 on GPUOpen, and it is entirely shader-based, and doesn't use exotic technologies such as AI, Microsoft decided to use FSR 2.2 as the base algorithm for DirectSR. If other algorithms like DLSS are available on the user system, these can be activated by the user, too, of course, but supporting them requires no extra work from the developer side.
Microsoft revealed that its DirectSR (Direct Super Resolution) API, which seeks to standardize super resolution-based performance enhancement technologies in games, has a hardware-independent default code path that is essentially based on AMD FSR 2.2, a Microsoft Dev Manager speaking at GDC has revealed. DirectSR provides a common set of APIs for game developers to integrate super resolution—so that developers don't have to separately implement DLSS, FSR and XeSS. Rather these upscalers, and others, can register themselves with the DirectSR API, and then get fed a dozen of input parameters that they may (or may not) use to improve the upscaling quality. Since AMD has open-sourced the code of FSR 2.2 on GPUOpen, and it is entirely shader-based, and doesn't use exotic technologies such as AI, Microsoft decided to use FSR 2.2 as the base algorithm for DirectSR. If other algorithms like DLSS are available on the user system, these can be activated by the user, too, of course, but supporting them requires no extra work from the developer side.
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旅途一代宗师 03-26 10:44 | 加入黑名单
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我匿名了 03-26 10:37
DirectSR是微软在NVIDIA和AMD等主要GPU供应商的帮助下开发的,大概率会支持NVIDIA DLSS 2/3、AMD FSR 2/3还有Intel XeSS,此外虚幻引擎的TSR也有可能会给与支持。
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旅途一代宗师 03-26 08:54 | 加入黑名单
,三哥还玩过480交火跑奇点灰烬打1080
,三哥还玩过480交火跑奇点灰烬打1080
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终结之谷瀑布教授 03-26 08:39 | 加入黑名单
上个月我说大概率拿AMD的FSR拿来改一改,被人举报到怀疑人生。
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我匿名了 03-26 08:28
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旅途一代宗师 03-26 00:29 | 加入黑名单
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我匿名了 03-25 21:23
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我匿名了 03-25 20:06
想起了dx12发布时宣传的混合交火
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