最新的AMD FidelityFX SDK導入了多個錯誤修復,包括現有FSR 3.1.1/2的問題。已經發布了多個更新來解決開發人員之前遇到的各種問題。
AMD宣佈在GPUOpen上發布最新的FidelityFX SDK 1.1.3 ,簡化了許多原本給遊戲開發者帶來麻煩的事情。此外圍繞著各種功能進行了大量的優化,增強了工具包以實現更好的整合。
最新的修補程式更新著重於修復已知問題,但在先前的FidelityFX SDK 1.1的基礎上導入了Vulkan和DirectX 12的各種功能。除此之外新的SDK還增強了與Xbox 遊戲機和桌上型平台的Microsoft遊戲開發套件的相容性。以下是 FidelityFX SDK 1.1.3 中的主要變化:
Frame Interpolation Backend Improvements
The update brings general cleanup and optimizations in the Frame Interpolation Backend, improving the performance and reliability of interpolation algorithms. This enhances the frame transitions, particularly in games using the FidelityFX Super Resolution 3.
Vulkan-Specific Updates
These include the Letterbox changes, removal of Vulkan binding shifts, VRAM query, and Queue Selection and Behaviour. These deal with various aspects of Vulkan, including pipeline handling, shaders compilation, VRAM usage, and GPU queue selection for rendering.
GAME_MOTION_VECTOR_FIELD Pass fixes
This addresses the incorrect sampling of the Backbuffer in certain motion vector calculations, which resulted in artifacts during rendering.
Framework Enhancements
Apart from some general framework updates to improve the stability, the SDK introduces Typeless format support in DX12/GDK and Separate Backbuffer and Hudless Formats to allow developers to render HUD elements separately from the backbuffer to improve visual clarity.
Debugging and Performance Tuning
More debug lines are added for pacing tests to analyze and optimize frame pacing. It also exposed the Frame Pacing Tunings to fine-tune the frames.
Bug Fixes
Some smaller bug fixes here and there, including typos and minor inconsistencies. Also resolved a deadlock issue in the 'UpdateTileMappings()' function, which was previously resulting in rendering freeze. The unused distortion texture channels are also removed to reduce unnecessary resource usage.
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