“Microsoft’s DirectSR API: Making Low-End Graphics Great Again…Or Just Less Terrible?”
So, apparently Microsoft decided to jump on the upscaling bandwagon with their new DirectSR API, which is basically a fancy way of saying they’re trying to make your crappy graphics look less crappy. And where did they get this brilliant idea from? None other than AMD’s FidelityFX Super Resolution technology version 222. Because why come up with an original idea when you can just slap a new name on someone else’s work, right?
I can just imagine the brainstorming session at Microsoft now. “Hey guys, I have a great idea! Let’s take AMD’s FSR technology, give it a new name, and act like we’re revolutionizing the gaming industry!” Pure genius, really. And of course, they had to throw in some buzzwords like “cutting-edge algorithms” and “immersive experience” to make it sound like they’re doing something groundbreaking.
But let’s be real here. We all know what this is really about. It’s about making more money. Because why focus on creating new and innovative games when you can just slap a fancy upscaler on your old ones and call it a day? Who needs creativity when you have algorithms, am I right?
And let’s not forget about the developers who are supposed to be benefiting from this new API. Sure, they can now create visually stunning games for a wider audience, but at what cost? Are we sacrificing originality and creativity for the sake of better graphics? Are we prioritizing performance over gameplay? These are the real questions we should be asking.
In the end, Microsoft’s DirectSR API may be a step forward in upscaling technology, but let’s not forget to keep a critical eye on where we’re headed. Are we really improving the gaming experience, or are we just covering up the cracks with some fancy algorithms? Only time will tell. But hey, at least we’ll have better-looking crappy graphics, right?
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Source: Wccftech
URL: https://wccftech.com/microsoft-directsr-api-is-based-on-amd-fsr-2-2-2/