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Arm tweaks AMD’s FSR to bring battery-saving GPU upscaling to phones and tablets

situation: there are 14 competing standards —

Arm “Accuracy Super Resolution” is optimized for power use and integrated GPUs.

An Arm sample image meant to show off its new

Enlarge / An Arm sample image meant to show off its new “Accuracy Super Resolution” upscaling tech.

Arm

Some of the best Arm processors come from companies like Apple and Qualcomm, which license Arm’s processor instruction set but create their own custom or semi-custom CPU designs. But Arm continues to plug away on its own CPU and GPU architectures and related technologies, and the company has announced that it’s getting into the crowded field of graphics upscaling technology.

Arm’s Accuracy Super Resolution (ASR) is a temporal upscaler that is based on AMD’s open source FidelityFX Super Resolution 2, which Arm says allows developers to “benefit from the familiar API and configuration options.” (This AMD presentation from GDC 2023 gets into some of the differences between different kinds of upscalers.)

AMD’s FSR and Nvidia’s DLSS on gaming PCs are mostly sold as a way to boost graphical fidelity—increasing frame rates beyond 60 fps or rendering “4K” images on graphics cards that are too slow to do those things natively, for example. But since Arm devices are still (mostly, for now) phones and tablets, Arm is leaning into the potential power savings that are possible with lower GPU use. A less-busy GPU also runs cooler, reducing the likelihood of thermal throttling; Arm mentions reduced throttling as a benefit of ASR, though it doesn’t say how much of ASR’s performance advantage over FSR is attributable to reduced throttling.

“Using [ASR] rendered high-quality results at a stable, low temperature,” writes Arm Director for Ecosystem Strategy Peter Hodges. “Rendering at a native resolution inevitably led to undesirable thermal throttling, which in games can ruin the user experience and shorten engagement.”

Why not just use FSR2 without modification? Arm claims that the ASR upscaling tech has been tuned to reduce GPU usage and to run well on devices without a ton of memory bandwidth—think low-power mobile GPUs with integrated graphics rather than desktop-class graphics cards. ASR’s GPU use is as little as one-third of FSR2’s at the same target resolutions and scaling factors. Arm also claims that ASR delivers roughly 20 to 40 percent better frame rates than FSR2 on Arm devices, depending on the settings you’re using.

  • Arm also says that reduced GPU usage when using ASR can lead to lower heat and improved battery life.

    Arm

  • Arm says that ASR runs faster and uses less power than FSR on the same mobile hardware.

    Arm

Arm says it used “a commercial mobile device that features an Arm Immortalis-G720 GPU” for its performance testing and that it worked with MediaTek to corroborate its power consumption numbers “using a Dimensity 9300 handset.”

When the ASR spec is released, it will be up to OS makers and game developers to implement it. Apple will likely stick with its own MetalFX upscaling technology—also derived from AMD’s FSR, for what that’s worth. Microsoft is pushing “Automatic Super Resolution” on Arm devices while also attempting to develop a vendor-agnostic upscaling API in “DirectSR.” Qualcomm announced Snapdragon Game Super Resolution a little over a year ago.

Arm’s upscaler has the benefit of being hardware-agnostic and also open-source (Arm says it “want[s] to share [ASR] with the developer community under an MIT open-source license”) so that other upscalers can benefit from its improvements. Qualcomm’s upscaler is also a simpler spatial upscaler a la AMD’s first-generation FSR algorithm, so Arm’s upscaler could also end up producing superior image quality on the same GPUs.

We’re undeniably getting into that one xkcd comic about the proliferation of standards territory here, but it’s at least interesting to see different companies using graphics upscaling technology to solve problems other than “make games look nicer.”

Listing image by Arm

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AMD promises big upscaling improvements and a future-proof API in FSR 3.1

upscale upscaling —

API should help more games get future FSR improvements without a game update.

AMD promises big upscaling improvements and a future-proof API in FSR 3.1

AMD

Last summer, AMD debuted the latest version of its FidelityFX Super Resolution (FSR) upscaling technology. While version 2.x focused mostly on making lower-resolution images look better at higher resolutions, version 3.0 focused on AMD’s “Fluid Motion Frames,” which attempt to boost FPS by generating interpolated frames to insert between the ones that your GPU is actually rendering.

Today, the company is announcing FSR 3.1, which among other improvements decouples the upscaling improvements in FSR 3.x from the Fluid Motion Frames feature. FSR 3.1 will be available “later this year” in games whose developers choose to implement it.

Fluid Motion Frames and Nvidia’s equivalent DLSS Frame Generation usually work best when a game is already running at a high frame rate, and even then can be more prone to mistakes and odd visual artifacts than regular FSR or DLSS upscaling. FSR 3.0 was an all-or-nothing proposition, but version 3.1 should let you pick and choose what features you want to enable.

It also means you can use FSR 3.0 frame generation with other upscalers like DLSS, especially useful for 20- and 30-series Nvidia GeForce GPUs that support DLSS upscaling but not DLSS Frame Generation.

“When using FSR 3 Frame Generation with any upscaling quality mode OR with the new ‘Native AA’ mode, it is highly recommended to be always running at a minimum of ~60 FPS before Frame Generation is applied for an optimal high-quality gaming experience and to mitigate any latency introduced by the technology,” wrote AMD’s Alexander Blake-Davies in the post announcing FSR 3.1.

Generally, FSR’s upscaling image quality falls a little short of Nvidia’s DLSS, but FSR 2 closed that gap a bit, and FSR 3.1 goes further. AMD highlights two specific improvements: one for “temporal stability,” which will help reduce the flickering and shimmering effect that FSR sometimes introduces, and one for ghosting reduction, which will reduce unintentional blurring effects for fast-moving objects.

The biggest issue with these new FSR improvements is that they need to be implemented on a game-to-game basis. FSR 3.0 was announced in August 2023, and AMD now trumpets that there are 40 “available and upcoming” games that support the technology, of which just 19 are currently available. There are a lot of big-name AAA titles in the list, but that’s still not many compared to the sum total of all PC games or even the 183 titles that currently support FSR 2.x.

AMD wants to help solve this problem in FSR 3.1 by introducing a stable FSR API for developers, which AMD says “makes it easier for developers to debug and allows forward compatibility with updated versions of FSR.” This may eventually lead to more games getting future FSR improvements for “free,” without the developer’s effort.

AMD didn’t mention any hardware requirements for FSR 3.1, though presumably, the company will still support a reasonably wide range of recent GPUs from AMD, Nvidia, and Intel. FSR 3.0 is formally supported on Radeon RX 5000, 6000, and 7000 cards, Nvidia’s RTX 20-series and newer, and Intel Arc GPUs. It will also bring FSR 3.x features to games that use the Vulkan API, not just DirectX 12, and the Xbox Game Development Kit (GDK) so it can be used in console titles as well as PC games.

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