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fsrforreshade's Introduction

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.

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

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fsrforreshade's Issues

No Details on use

You've said this works with OLD reshade for dx11, but haven't given details on howto use it. What entries need to be edited into the .fx files for example etc...

Also should this work with DX12 if the newer DX12 reshade dll is used?

I ask because I'm having major issues with the Magpie FSR app where it causes fps smoothing to go to trash and make everything nano/micro-skip allot, also it does not work with VRR, hence I'm looking for a more automatic and seamless solution much like how its done under Linux with Wine-FSR.

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