FSR 3 Why Hasn't it Been Implemented Yet?


A key part of a temporal algorithm (be it antialiasing or upscaling) is the provision of motion vectors.

FSR will perform better quality upscaling when more objects provide their motion vectors. It is therefore advised that all opaque, alpha-tested and alpha-blended objects should write their motion vectors for all covered pixels. If vertex shader effects are applied – such as scrolling UVs – these calculations should also be factored into the calculation of motion for the best results.

FSR3 Frame Interpolation requires FSR3 Upscaling to run, since it will access some internal resources generated during the upscale passes.

The FSR API requires frameTimeDelta be provided by the application through the FfxFsr3UpscalerDispatchDescription structure.

fidelityfx_sdk-html-_images-01_FSR3_DataFlow.svg


It's a fair bit of work to integrate FSR3, even if a title already supports FSR2, and I'm fairly certain the version of the Cobra engine that Odyssey uses doesn't expose the motion vector information needed to correctly integrate even FSR2 (if it did, we'd have some form of TAA at the very least). The only reason we have FSR at all is because it's a purely spatial feature that is easy to integrate.

The game runs badly for a lot of reasons and while upscalers and frame interpolation could help, I think the underlying causes of the game's poor performance should be address before trying to bolt on these features. Not that I'm convinced any major performance optimizations are on the table.
 
FSR 1 was launched in 2021
FSR 2 was launched in 2022
FSR 3 launched September 29, 2023

here we are 6 months later and the game is still running badly and without implementing a solution that could help, the game is still with version 1 of the FSR, this is shameful and disrespectful.

Also waiting for anti-aliasing, DLSS, and in-game HUD color options.

The game runs badly for a lot of reasons and while upscalers and frame interpolation could help, I think the underlying causes of the game's poor performance should be address before trying to bolt on these features. Not that I'm convinced any major performance optimizations are on the table.

The lack of anti-aliasing makes the game look much worse and older. There's many people who want FSR, DLSS etc. These are staple graphics options for current gen games. More than 400 games have DLSS since May 2021. Some complain about the performance, but for others it's acceptable. So performance is no excuse to exclude these features.
 
Last edited:
The game runs badly for a lot of reasons and while upscalers and frame interpolation could help, I think the underlying causes of the game's poor performance should be address before trying to bolt on these features. Not that I'm convinced any major performance optimizations are on the table.
There's a number of points where the game lags, but there's bottlenecks built into the game on purpose; the witchspace animation will last longer than 10 seconds to often infer a star or set of star systems of considerable mass (such as giants, collapsed stars, and stellar clusters) - this has been useful in seeking out systems in the black which may have ringed bodies, trinary orbits at the end of the jump, or a supersized rocky world orbiting the primary star.
 
There's a number of points where the game lags, but there's bottlenecks built into the game on purpose; the witchspace animation will last longer than 10 seconds to often infer a star or set of star systems of considerable mass (such as giants, collapsed stars, and stellar clusters) - this has been useful in seeking out systems in the black which may have ringed bodies, trinary orbits at the end of the jump, or a supersized rocky world orbiting the primary star.

Do you have a source for that one?. Below a certain threshold of galaxy map/skybox, the hyperspace jump sequence has always seemed to take the same amount of time when jumping into a system that is both empty of other CMDRs and that I am not the first to visit.
 
I've only noticed it on my own - you can try it by timing the jump to Orange Giants, massive black holes, any cluster of ~6 or more systems 14ly or less apart from each other which your jump path might bisect, etc. When I notice lags, I run to the map after the jump completes to see what I may have passed. Usually, there's enough matter nearby to "stagger" the jump a bit. The bubble seems spaced enough not to have a lot of this,likely due to traffic, but from its outer edges onward, you can find some funky stuff.

Certainly anyone jumping from points through a 2MASS region would notice a perceivable bottleneck...that would be a more extreme version, but giants and the like can have subtle similarities.
 

This footage of the Python MkII looks bad due to the lack of anti-aliasing. It's below the current graphics standard. Somehow they enabled anti-aliasing for Planet Zoo which also uses the Cobra Engine, but still nothing for ED.
 

This footage of the Python MkII looks bad due to the lack of anti-aliasing. It's below the current graphics standard. Somehow they enabled anti-aliasing for Planet Zoo which also uses the Cobra Engine, but still nothing for ED.
You can use in-game or driver-level supersampling. Nvidia's DLDSR provides good results at sub 2x native resolutions.
The upside of TAA incompatible games is, you get a very clear picture quality without any blurring or smearing, which I personally quite like. But as as VR user I understand the importance of a good AA implementation.
 
Last edited:
the witchspace animation will last longer than 10 seconds to often infer a star or set of star systems of considerable mass (such as giants, collapsed stars, and stellar clusters) -

The hyperspace jump / witchspace animation was (still is?) of a fixed duration so people playing on different systems to be able to jump in the system at basically the same time.
It's a basic condition for multiplayer.
As a reminder, the hyperspace jump is JUST a loading screen that hides the fact that your system is loading/preparing/generating the system you are jumping into

I was testing that back then when i was playing XB and PC, sometimes at the same time
However, network issues or server issues will influence the duration of the jump - for example, getting an orange sidewinder always happened at the end of a very prolonged loading screen / hyperspace jump

The lack of anti-aliasing makes the game look much worse and older. There's many people who want FSR, DLSS etc. These are staple graphics options for current gen games. More than 400 games have DLSS since May 2021. Some complain about the performance, but for others it's acceptable. So performance is no excuse to exclude these features.

Morbad explained in the post above yours WHY ED has no FSR/DLSS - it requires the game engine to work in certain ways.

Somehow they enabled anti-aliasing for Planet Zoo which also uses the Cobra Engine, but still nothing for ED.

You mean JWE2 - which does have DLAA/DLSS but it's also a DX12 game and it's running a newer version of the Cobra Engine than the one used in ED.
 
You mean JWE2 - which does have DLAA/DLSS but it's also a DX12 game and it's running a newer version of the Cobra Engine than the one used in ED.

They need to upgrade the Cobra Engine for ED. The jagged edges in the videos look so bad.

You can use in-game or driver-level supersampling. Nvidia's DLDSR provides good results at sub 2x native resolutions.
The upside of TAA incompatible games is, you get a very clear picture quality without any blurring or smearing, which I personally quite like. But as as VR user I understand the importance of a good AA implementation.

Yes there are ways to improve the graphics, but there should be in-game options.
 
Northpin - I noticed the change in jump times in Solo mode - I don't stream/record play, but I've timed lag o jumps out in the black. Could it be due to separate server polling?
 

This footage of the Python MkII looks bad due to the lack of anti-aliasing. It's below the current graphics standard. Somehow they enabled anti-aliasing for Planet Zoo which also uses the Cobra Engine, but still nothing for ED.
As they commented when they showed the video on the live stream that no skin textures had been applied yet I am totally unsurprised that it is below the current graphics standard it isn’t complete yet, the footage was probably not running on anything like the full game software.
 
well, it was good enough imo to allow me to spot the 6 hardpoints locations
There will always be complaints about something / anything from members of this community (I use this term loosely), more from some than others, naturally. It is the way...
 
These office blocks look absolutely terrible too. I wouldn't want to be sat in these with how they look right now.
how-to-ensure-highest-safety-and-security-for-its-workers-on-a-construction-site.png
Graphically the game isn't perfect, but if I can play it on a 27" monitor at 2k running at 60-70 FPS at extreme worst case and I have to stop to look to notice things like jaggies, there's probably more important things for FDev to look at.
 
Back
Top Bottom