Nixxes explained why the PC version of Horizon Forbidden West it does not include AMD's FSR 3.0 technology, stopping at FSR 2.2. In an interview with PC Gamer, Michiel Roza, Principal Optimization Programmer at Nixxes explained that the team preferred to wait for the arrival of FSR 3.1.
“The short version is that we are waiting for FSR 3.1“, says Roza. “Because we wanted the latest thing before integrating it.”
The FSR 3.1 was announced in March at GDC: The most notable news is that there will be improvements to the quality of the upscaler, but AMD has stated that it will not be available to developers until the second quarter of the year. It is therefore credible that we will have to wait a little longer before it can be implemented in Horizon Forbidden West.
FSR and the user interface
Jurjen Katsman, studio head and senior director of Nixxes, also chimed in, saying, “We see the frame generation algorithms needing more game-specific changes, especially when it comes to the user interface, compared to some upscaling algorithms. So I think that's a factor as well.”
The user interface (UI) that Katsman is referring to includes things like the inventory slots, health bar, and compass. In most games these elements are added after all rendering has been done, either immediately after post-processing or in a separate pass and then added before display. In the documentation for FSR 3, AMD emphasizes that the user interface must be given special attention, otherwise it may appear confusing or out of sync with the rest of the game. It therefore seems that the Horizon Forbidden West team must pay maximum attention to the use of FSR 3.
The team had previously stated that it was supporting FSR 3.
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