Arcadegeddon is the first PlayStation 5 game to use AMD’s FSR

AMD’s revolutionary new FidelityFX Super Resolution is now being implemented on new games every now and then. It doesn’t require any specific hardware as it’s a general upscaling technique that works both on AMD and NVIDIA graphics as well as can be implemented on any platform.

This is why all fans are indeed excited with FidelityFX Super Resolution, this means soon all consoles using AMD graphics would eventually support games using this tech. Now, the first game to implement AMD FSR on PlayStation 5 is Arcadegeddon while AMD officially announced this game joining the list of supported titles.

The game will support AMD FSR 1.0 on both PC and PS5, while a few weeks ago Microsoft also confirmed XBOX Game Development Kit now includes AMD FSR libraries, so Xbox games will also have FSR by default.

Also, in addition to AMD FSR, the PlayStation 5 version of Arcadegeddon has TAAU or Temporal Anti-Aliasing Upsample enabled by default and is part of the Unreal Engine. This will significantly help to improve both the quality of the image and performance, here are the details of all the new changes to the game:

Patch Notes 0.1.3

Added AMD FSR 1.0

PS5 – Enabled AMD FSR 1.0 + TAAU Hybrid Upscaling by default
PC – Added upscaling options including AMD FSR 1.0 and TAAU

Balance Changes

Increased the Inflation time with the Pixel Popper on the Heavy Trooper
Adjusted the aggro and enemy target evaluation times on the Heavy Trooper to prevent them from trying to change targets too frequently

Bug Fixes

[PC] Added a Max Framerate Options to the Video Settings
[PS5] Fixed an issue where PS+ was required for solo runs
Optimized texture streaming pool
Fixed an issue with the tutorial challenge “Get into the Game” not being completed if done while in a party
For those in a broken state, initiate a run either solo or in a party and it should complete automatically when you get back to Gilly’s
Fixed an issue with the HUD requesting to Apply Changes in Settings when no changes have been made
Fixed an issue with Simulation Scores not being promoted to the appropriate Leaderboard when someone has left the run prior to the remaining team finishing the run
Fixed an issue where the HUD would not appear when loading into a Boss Fight
Fixed a general HUD data crash
Fixed a crash related to stuns from Shock Weapons and Electro Balls in Nerve Center
Fixed a crash related to burning and freeze status effects
Fixed a crash related to players taking damage
Fixed a crash related to weapon data replication
Fixed a null targeting crash

via Videocardz

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