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FSR 1.0 but not FSR 2.0?

Jiwooming
Jiwooming
Soul Shriven
Hello and good day.

First of all, I'd like to thank ZOS for adding FSR to the game. It will definitely help everyone who's having framerate issues due to old hardware and features like these are always welcome.
But I have a question. Upon seeing the patch notes, why FSR 1.0 when 2.0 is already out? Are there any problems implementing 2.0? Or is it because 1.0's development have already started and implementing 2.0 will have the team start from scratch again?

Anyway, that is all.

P. S. Pls fix the multithreaded performance too, its been awful since Update 33. Thanks!

EDIT: fixed some words
Edited by Jiwooming on April 18, 2022 6:46PM
  • Smaxx
    Smaxx
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    Is FSR 2.0 actually/fully out yet? Last I've heard about it was last month, when they had preview stuff with Deathloop(?), but I'm pretty sure there was a note about it not being finished yet.
  • Marto
    Marto
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    FSR 2.0 only works with DirectX 12 and Vulkan.

    ESO runs on DirectX 11, so it's stuck with FSR 1.0
    "According to the calculations of the sages of the Cult of the Ancestor Moth, the batam guar is the cutest creature in all Tamriel"
  • Smaxx
    Smaxx
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    Marto wrote: »
    FSR 2.0 only works with DirectX 12 and Vulkan.

    Ah, that explains it. But considering ESO has a Vulkan render backend (for MacOS to use MoltenVK) I still hope it will one day come to Windows, too. :)
  • Jiwooming
    Jiwooming
    Soul Shriven
    Marto wrote: »
    FSR 2.0 only works with DirectX 12 and Vulkan.

    ESO runs on DirectX 11, so it's stuck with FSR 1.0

    Ah, that makes sense! Thanks!
  • doabhi
    doabhi
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    hoping for this too honestly. I read years ago you could choose OpenGL instead of DX on the windows version but it was removed and made to be DX only, which personally i find to be a strange design choice. Maybe at the time it was to simplify development? but logically it would be better to ditch DX entirely and stick to an API that covers more bases, OpenGL and of course now Vulkan being one such option, maybe they should convert the DX Client to vulkan in the near future and thus open up FSR2
  • Smaxx
    Smaxx
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    DirectX is still the most widely supported 3D API on Windows. OpenGL was there mostly for MacOS, but since Apple ditched that, they added a Vulkan layer (to use MoltenVK I think) for MacOS, but so far it's not available on Windows, I think. While many cards on Windows can handle Vulkan, I also think I've seen/heard about people with older hardware having issues, and they obviously don't want to drop those without a very good reason. Maintaining OpenGL in addition to the other APIs would have meant way more work for marginal gains, especially considering how there are proper DirectX wrappers for Linux, too (e.g. as part of Proton).
  • doabhi
    doabhi
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    Smaxx wrote: »
    DirectX is still the most widely supported 3D API on Windows. OpenGL was there mostly for MacOS, but since Apple ditched that, they added a Vulkan layer (to use MoltenVK I think) for MacOS, but so far it's not available on Windows, I think. While many cards on Windows can handle Vulkan, I also think I've seen/heard about people with older hardware having issues, and they obviously don't want to drop those without a very good reason. Maintaining OpenGL in addition to the other APIs would have meant way more work for marginal gains, especially considering how there are proper DirectX wrappers for Linux, too (e.g. as part of Proton).

    Sorry haven't checked back in the forms for months! I agree, though at the same time, games that use Vulkan instead of DirectX are parsed through directly to the native driver on Proton, they tested this with DOOM 2016 when that got given vulkan as an option and is one of the reasons it was the first fully compatible games for Proton users in the early beta.

    That's not to say DXVK isn't good though, far from! it's flippin amazing, BUT - at some point ESO will have to flip the off switch on older hardware if it is to stay operational in the years to come, as so many MMOs have done so before it. (Runescape and WoW for exmaple) And i still think if they were to switch to an API that simplified the process, one like Vulkan would be a more future proof option imo, since it's an open source API, they aren't bound by <insert company here> deciding to send it to the tech graveyard and performance wise it's already leaps ahead of anything else out there so far.
  • Elrender
    Elrender
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    still no news about when TESO will support FSR 2.0? And Vulkan on windows @ZOS_Kevin @ZOS_GinaBruno ?
  • ixthUA
    ixthUA
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    You can install dxvk on windows for eso, i tried but didn't notice any changes and reverted back to d3d11.
    On my rx 6650 xt (very budget 2020 gpu) i can run eso at 4k resolution, maxed settings, 60 fps and reshade, and my gpu stays barely used at 45 celsius, whats the point of fsr?
  • CameraBeardThePirate
    CameraBeardThePirate
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    Elrender wrote: »
    still no news about when TESO will support FSR 2.0? And Vulkan on windows @ZOS_Kevin @ZOS_GinaBruno ?

    They likely won't implement Vulkan for windows.

    Besides - ESO is a very CPU intensive game, so at the end of the day, FSR and DLSS don't provide nearly as much of a benefit as you'd think.
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