FSR for 5.4

Will this happen any time soon?

Which FSR? There are a few versions, and AFAIK 2.0 is already supported.

Hey there @WildeHoney! I believe there is an FSR3 plugin currently available for 5.3, though it doesn’t seem as though support for 5.4 is complete yet. Native (without plugin) support in engine does not have any information available at this time.

https://www.unrealengine.com/marketplace/en-US/product/fidelityfx-super-res-3

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Fsr3 yeah, just wanted to see if pause in editor crashes engine like 5.3

Unfortunately that bug does still seem to be happening (as of last month). I’d encourage submitting an extra bug report to the OpenGPU team there. Hopefully it can be addressed by the next release!

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Ah yeah, dang. Was worth a try , thanks

Can FSR be used in editor in the viewport ? Including Frame generation, so we can have a bit more FPS while working on complex worlds.

Yes you can, but if you pause game mode it will crash, hence this thread.

My recommendation when working with more complex worlds in the meantime is usually to work in the Unlit view mode, with Realtime rendering disabled, and as much of the scene you’re working with unloaded as possible. You may notice with projects like Project Lyra and others, when you first launch their levels in editor most or all of the level is unloaded? This is so that whenever a team member needs to touch a specific portion of those scenes, they can just load what’s necessary. I even utilize these techniques in smaller scenes much of the time especially if they are tight/have view constraints like tons of walls.

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Thank you for the recommendations, they make sense. I have more tips, like putting small but dense objects on a separate layer and hide that layer during work. And so on.
I’m working on small environments, like 100 square meters maybe, but very very dense. It’s not a game, so the final real-time performance doesn’t matter, but it can matter to have decent frames per second in the editor so you can work.

In a similar topic I posted here a video done by the Vray people, their real-time solution and they implemented the Nvidia frame generation technique and it’s clearly visible in their video how it can make a big difference since you have sort of more fps in the viewport.
So I’m wondering why would it not be of help in the Unreal editor too ?

But as far as I know, both Nvidia frame gen and AMD are aimed for the final baked game, not for viewport.

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FSR will show in editor but will only trigger through radeon in fullscreen mode, so only work on fullscreen, fmf won’t get rid of the feel of lower fps.

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