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Did Nvidia just become the good guy in the whole DLSS, FSR and XeSS debate?

Did Nvidia just become the good guy in the whole DLSS, FSR and XeSS debate?

Did Nvidia just become the good guy in the whole DLSS, FSR and XeSS debate?

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Nvidia has introduced an open-source framework that makes it easier for developers to plug anyone’s upscaling algorithms into their games’ rendering pipelines. Intel has joined, and AMD’s FSR 2.0 also looks like a prime candidate. None of these seem to be written as I would expect them to be today. Or really.

Historically, Nvidia isn’t exactly known as an open source champion. Team green is generally quite fond of proprietary schticks due to developer-oriented features, often requiring developer registration to use specific graphical goodies. Whether designed or not, this can lead to the exclusion of competing technologies from other manufacturers, often purely because development time is limited and expensive, and sometimes you just have to pick one side and stick with it to finish the game in time.

With Nvidia Streamline, however, developers no longer have to figure out a way to manually insert each different upgrade SDK into their games. This has the combined advantage of reducing the time it takes to add different solutions and giving manufacturers and gamers more opportunities to use these features.

Streamline is designed to be a more or less plug-and-play framework that exists between the game itself and the final rendering API, be it DirectX or Vulkan. Yes, we’re even talking about it working with Vulkan, although it’s still in beta. Interestingly, Streamline isn’t limited to DirectX 12 either, as Nvidia knows the benefits of supersampling beyond ray tracing, and makes the framework suitable for DirectX 11 games as well.

The open-source nature of Streamline is now fully released on Github, which means that hardware manufacturers can create their own plugins for the framework. Intel has made its own plugin for XeSS, so once the Arc Alchemist GPU is finalized, the game will be ready, which means AMD can also get involved.

Currently, however, AMD’s FidelityFX Super Resolution (FSR) comes into play after the standard rendering pipeline and may not be suitable to run with Streamline. But FSR 2.0 is a different beast — now time-based versions like DLSS and XeSS — will actually make its way into the graphics pipeline. This should also make it easier for developers to implement.

(Image credit: Nvidia)

AMD already believes that if developers already have DLSS 2.0 up and running, they will be able to implement FSR 2.0 in less than three days. But it would be faster if it was simply adding another plugin to Streamline.

By giving companies a standard open source way to easily get their supersampling in front of more gamers, Nvidia is actually opening up options for gamers instead of just looking at locking them into a world of GeForce middle. This seems to go against the prevailing narrative of the Green Team.

Anything that would allow us to get more supersampling in the game would be a big endorsement from me. I don’t want anyone to be excluded from a free performance boost just because they chose the “wrong” manufacturer for this game. This looks like another step towards eliminating that possibility.

As long as AMD is registered, I guess. Although it’s open source, so it needs a good reason not to. We’ve asked if AMD is considering a plugin and will update when we hear back.

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Bart Thompson
Bart is esports.com.tn's List Writer . He is from Houston, Texas, and is currently pursuing a bachelor's degree in creative writing, majoring in non-fiction writing. He likes to play The Elder Scrolls Online and learn everything about The Elder Scrolls series.