D
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Some interesting details here about FSR2 and No Man's Sky.
The primary barrier to FSR2 on Switch was frame time and bandwidth costs. Hello Games customized the shaders used during upscaling to reduce their bandwidth cost (how? No clue).
They also integrated FSR2 and the rest of their post-processing passes together. This is one of the advantages of FSR being pure shader code, and open source. We've occasionally seen bugs when DLSS-SR is implemented (Monster Hunter Rise) because the game has integrated their AA/post-processing, and DLSS requires them to be untangled. Here you can see it in reverse, where FSR performance improved by being able to combine them.
Which is why this version of FSR2 won't appear anywhere else. To get the performance necessary they had to rebuild FSR2 to become a fully integrated part of their engine, and their game. Someone could feasibly take their reduced bandwidth efforts and use those as the basis of their own FSR2 rebuild, but what HG did here can't be extracted.