An implementation of AMD's FidelityFX Super Resolution for ReShade / SweetFX
Based on goingdigital's shadertoy shader: https://www.shadertoy.com/view/stXSWB
It's essentially a conversion from glsl to hlsl with a few multiply-adds thrown in to reduce instructions.
Designed with SweetFX 2.0 + ReShade. Something may need to be changed for it to work with newer versions (I think the vertex shader FullscreenTriangle needs to be replaced with PostProcessVS).
Downscales the output from the game, then upscales it again.
This means that it cannot be used to speed up the game it is applied to - the game still runs at whatever resolution you set it to within the game's settings then this changes it after the fact. It can be used as an anti-aliasing shader.
This project was more of an academic exercise for me to see if I could do it than something with a pracitcal application.
Prerequisites:
- Have ReShade / SweetFX "installed" for the game you want to shade
Required:
- Copy the shader to the shaders folder, e.g. "NFSUnderground2/SweetFX/Shaders", where all the other shaders live
- In "SweetFX/SweetFX_Settings.txt" add the line
#define USE_FSR 1after the use custom line - In "SweetFX/Shaders/Main.h" add the following code after custom:
/*-----------------------.
| :: FSR :: |
'-----------------------*/
#if (USE_FSR == 1)
#include "SweetFX\Shaders\FSR.h"
#endif
Optional:
- Edit line 259 of "SweetFX/Shaders/FSR.h" to change the value of
rendersizeto the size you want to shrink the image to before it is upscaled.



