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AMD announces four new effects for FidelityFX: SSSR, CACAO, LPM & SPD

AMD has just announced four new effects that will be coming to FidelityFX. Alongside Contrast Adaptive Sharpening, FidelityFX will support Stochastic Screen Space Reflections, Combined Adaptive Compute Ambient Occlusion, Luminance Preserving Mapper, and Single Pass Downsampler.

According to the red team, SSSR is its own implementation of Screen Space Reflections technique. This effect can create realistic looking reflections, purely based on information already present in the rendered image. We’ve seen this effect in Reshade, though I expect AMD’s solution to be slightly better.

FidelityFX CACAO is a new form of Ambient Occlusion. AMD has moved the entire thing over to compute, allowing you the freedom to run it on either a compute or graphics queue. Furthermore, AMD has done some major surgery on the data-transformations the effect undertakes. Finally, AMD also included an upsampler option to allow you to get high quality ambient occlusion within a budget that suits your game.

On the other hand, FidelityFX LPM will provide fast and easy-to-integrate HDR. It will also allows you to implement wide gamut tone and gamut mapping to your games.

Lastly, FidelityFX SPD is a new downsampling technique. FidelityFX SPD can generate up to 12 MIPmap levels in a single compute shader pass.

So yeah, pretty exciting things that AMD is bringing to the table. Again, most of these effects are already present in Reshade. Still, it’s refreshing witnessing AMD bringing new and improved versions of them.

You can find more details here.

19 thoughts on “AMD announces four new effects for FidelityFX: SSSR, CACAO, LPM & SPD”

    1. AC Games are notorious for being unoptimized, even 2080ti doesn’t get stable 60fps @4K in AC Odyssey, they better give us the option to Play @1440p60 then

      1. Devs said that AC:V will gonna melt CPUs.
        To bad optimization we can also add stupid DRM, that is killing CPUs

        1. This is hilarious, the game looks utterly unremarkable even in their in-engine trailers which have visuals cranked up beyond max settings.

          And how will it melt CPUs when it’s still a crossgen game? They’re not going to design different versions of the game for old consoles running the garbage 8 year old Jaguar CPUs.

  1. I am interested in FidelityFX LPM . Is that means that we can enable real HDR with much higher peak brightness in any game ? What is the alternative for Nvidia users + reshade ?

    1. You can force HDR rendering and adjust it via Reshade (HDR.fx). FidelityFX LPM will be a different technique for HDR10. Do note that the Reshade HDR has nothing to do with the TV HDR. Basically, it’s the HDR effect that older DX9 games used.

      “HDR rendering performs lighting calculations in high dynamic range, hence the name of this rendering method. High dynamic range means that you’re using a larger range of possible values, for instance 10-bit (0 to 1023) versus 8-bit (0 to 255). HDRR was first introduced with Shader Model 3.0 (DirectX 9.0c), which boasted a minimum lighting precision of 32 bits, four times the number its 2.0 predecessor offered. All lighting calculations were also floating-point based and that allowed for contrast ratios as high as 65535:1 using 32-bit precision. Shader Model 4.0 (DirectX 10) was another improvement, enabling 128-bit HDR rendering, or twice that of the Model 3.0. Shader Model 5.0 (DirectX 11) also allows 6:1 compression of HDR textures, giving both space and bandwidth savings.

      One of the most important advantages of HDRR is that details are preserved even in a scene with a high contrast ratio. Without HDR, areas that are too dark or too bright are clipped to black or white, respectively. The high dynamic range omits this limitation, making lighting and optical phenomena (reflections, refractions) more realistic. Of course, there are other obstacles, including the limited contrast ratio of displays (this is currently addressed by HDR displays) and human eye adaptation capabilities. To fight these off, both bloom and tone mapping are used. Bloom exaggerates a bright spot in the scene by producing feathers of light extending from the borders of that area, while tone mapping is a technique used to map colors from high to a lower dynamic range matching the display’s capabilities.

      Please keep in mind that the term “high dynamic range” refers only to the internal rendering, hence the acronym HDRR (high dynamic range rendering), and has nothing to do with modern displays featuring HDR support. The latter one is supposed to improve contrast, brightness level and provide a wider color palette, and thus has nothing to do with in-game graphics.”

      https://www.sapphirenation.net/effects-games-tesselation-hdr-depth-field

      1. “You can force HDR rendering and adjust it via Reshade (HDR.fx). FidelityFX LPM will be a similar technique.”

        NO. Absolutely wrong. Reshade filters cannot “force HDR rendering”, all they do is either boost or clip the color range.

        FFX LPM is a tool for developers to easily add real HDR and WCG support into their games, namely HDR10.

        You copy pasted a chunk of text which has nothing to do with FFX LPM.

        1. Yeah, FidelityFX LPM will be for HDR on TVs. That text was about the Reshade version so others can get an idea of what it does (it’s not exactly that, but it will give them an idea).

          1. Fake HDR shaders do not give you any idea of what HDR and WCG looks like.

            Also why do you say it’s for TVs? There have been monitors with HDR10 and WCG support for years now, even if they don’t achieve the required number of nits, you still benefit from the extended color range.

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