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These are the games currently supported by it, but I haven't seen any confirmation the XSX/XSS versions of these games have been patched to integrate the support on the console:Neat. Any details on what, if anything it’s improved so far?
https://www.amd.com/en/technologies/radeon-software-fidelityfx-supported-games
The point of DLSS and FidelityFX are to yield much higher framerates while in the best case scenario not sacrificing image quality by intelligently compressing the rendered frames on a frame-by-frame basis, and using other tricks to more efficiently utilize the GPU (ex. while flying in space through a meteor field it will render smaller, less complex rocks at lower polygon counts with lower resolution textures, but use higher polygon counts and higher resolution textures on the rocks that need it). It's like the video compression technology in mp4 codecs, and mp4 itself versus less efficient video formats. If the computer can be taught to recognize a mostly static shot of someone's face at night, for example, is repeating the same pixels as black in every frame, then you can compress the total amount of information it needs to process. This means much smaller file sizes without losing image quality. Similar idea with DLSS/FFX.
In theory, in the future, DLSS/FFX could be even better than native resolution by yielding superior frametime rates (i.e. lower latency) or even superior resolution/contrast/shading in parts of the screen while simultaneously maintaining the same fps (or better).
DLSS was a running joke during its first version, since it was notorious for doing nothing but blurring a bunch of games, but DLSS 2.0 changed that, and it's been quite the feather in NVIDIA's hat ever since (when implemented). Nevertheless, it's still controversial whether it harms the image. DLSS has up to 4 modes that I've seen: (1) Ultra Performance, (2) Performance, (3) Balanced, and (4) Quality. The only one that most PC gamers find worth the fuss is the "Quality Mode"; the one intended to not sacrifice image quality, or to sacrifice as little as possible. Across most titles, this has achieved an increase of 5%-15% higher fps while maintaining noticeable image quality. However, there have been some titles where the difference is staggering. Call of Duty: Warzone is the most recent example. It notched a 35% improvement to the average fps in quality mode.
The biggest downside to DLSS 2.0 is that-- like the DX12 or Vulkan APIs, or for that matter RTX ray-tracing effects-- it has received support on a pitiful number of titles. To date, not counting the System Shock demo and the obscure VR game, there are only 34 confirmed DLSS 2.0 titles. It launched on March 26, 2020. That means just 7 titles are being added every 3 months. Bear in mind, too, that this includes games previously supported on the original DLSS version that have been patched to 2.0. Counting all DLSS titles, not just DLSS 2.0, going back to the original February 2019 launch, just 22 games are being added each year. And don't think native engine support is a silver lining for optimism. Each game has to be individually processed by NVIDIA to be supported, anyway.
One might be tempted to predict that support on the Xbox Series X will usher in greater support for FFX, but I'm skeptical. DX12 support on the Xbox One and PS4 did nothing to improve its dispersion. I was optimistic upon the launch of the new consoles DX12 would finally be embraced, but adoption continues to lag. Meanwhile, the XSX/XSS are in third place, and aren't market drivers for developers. So it really comes down to AMD. Their hustle might make the difference. The fact FFX became a thing a month ago and they already have 40 games speaks to that truth (vs. NVIDIA's 51 games for DLSS after 2 1/2 years).
What could it mean? Well, it could be huge. Assuming the same ~10% fps increase in games, or more, stacked on top of the XSX's existing processing power advantage, it would likely mean that 4K native on the Xbox while the PS5 lagged with 1440p-1800p would become the rule for supported next-gen multiplat games.
Although the console that will truly benefit will be the Xbox Series S. In "Performance" or "Balanced" modes, suddenly it might be able to match the PS5 instead of requiring a nerf. It still wouldn't be the PS5's equal in terms of image quality, but most critically, it could mean the lesser console won't hamstring more ambitious development, and won't suffer the struggle many have forecast it will face in the years to come as games become that much more demanding.
