https://forum.beyond3d.com/threads/direct3d-feature-levels-discussion.56575/page-73#post-2334151
According to reports and slides from the GDC "DirectX State of the Union" part on DirectSR (no video available yet AFAIK), DSR's API is basically FSR's, and FSR is a default implementation. But let me clarify important points that I see misinterpreted.
I expect FSR2 to become DSR's Reference Implementation. The single choice since only FSR2 is widely portable, works in any platform Windows works and then some. I wonder how much of the FFX SDK will be part of the DSR RI (e.g. debugging tools, samples). Also Xbox GDK DSR == FSR.
What about XeSS? IMO good news. XeSS can have a bright future (I'm concerned but I hope it has), adopting DSR as its only API, deprecating their proprietary API. All other upscalers should do the same but it's much easier for Intel, reducing effort in providing a full SDK.
What about DLSS? It should continue as the dominant player, but Streamline is dead. Apparently that project didn't get any traction, was not even considered as a starting point for DSR. Microsoft just picked FSR instead. That was a strategic win by AMD for a change.
Finally, DSR will end the obsolescence problem. Games will lose ability/need to static-link or customize upscalers (or FG later). You will be able to always use latest DLSS/FSR/XeSS in every game that adopts DSR without modding. MS is extremely good at API design and evolution.
28. 3. 2024, 11:02 editováno autorem komentáře