Deathloop is the first game with AMD’s FSR 2.0, plus key accessibility options

In case you haven’t noticed, chipmakers are in the midst of a scaling revolution. AMD, Intel, and Nvidia are all out to prove that algorithms can trump native rendering performance. Why spend precious GPU cycles on native 4K when you can actually get a sharper, more detailed picture by scaling smaller frames instead?

This is an argument that has never quite convinced me, I admit. But AMD’s new FidelityFX Super Resolution 2.0, which arrives for the first time today in an update for Loop of death, may have the potential to change that on PC. The new game patch also includes some key accessibility options – more on that later.

Gamer on PC now says that FSR 2.0 “is really better than native 4K”, and Material unpacked has a phenomenal video showing FSR 2.0 performing in almost any type of shootout you’d want – including Nvidia’s DLSS, original FSR 1.0, and native rendering each at 4K, 1440p, and 1080p resolutions.

Although I’m not really convinced until I have time to turn it on myself one evening, both journalists seem convinced that FSR 2.0 is definitely better than native 4K in terms of detail, and Material unpacked suggests it could also give Nvidia’s DLSS a hard time. Things get a bit smoother at 1440p and downright dicey at 1080p, but it clearly looks a whole lot better than AMD’s FSR 1.0 (although that technology has its uses too).

And for those who agree it looks as good or better than the native render, there’s a huge frame rate boost pending: enough to run Death Loop at 1440p at the highest settings, including ray tracing, at over 60fps with AMD’s humble new $400 RX 6650 XT, the company says. But above all, it does not require an AMD graphics card: Material unpacked tested on an Nvidia RTX 3060 Ti, for example, where they averaged over 60fps at 4K with FSR 2.0’s Quality mode.

In a blog post, AMD says 12 more games will add FSR 2.0 “in the coming months”, including:

  • Asterigos
  • Delysium
  • Online Standby
  • Farming Simulator 22
  • Speak
  • Based
  • Microsoft Flight Simulator
  • Nishuihan
  • surcharge
  • Perfect World Remake
  • Swordsman Remake
  • Unknown 9: Awakening

At GDC 2022, AMD claimed it was a fairly easy technology to adapt to games, and might even come to Xbox, but that takes time – if a game doesn’t use Unreal Engine or temporal anti-aliasing, it can be four or more weeks of development work.

FSR 2.0 isn’t the only big update Loop of death. The new patch today brings a dedicated photo mode and a whole bunch of accessibility improvements, after the game was criticized early on for lacking it. Arkane has clearly taken the feedback on board: among a whole list of intriguing toggles that allow you to do things like tag multiple enemies at once or enable one-hit kills, you can now adjust the entire game speed, change the combat difficulty and choose how many respawns you want.

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