Arm ASR: FSR-2 based temporal scaling for smartphones 25 comments
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Arm has developed its own temporal upscaler for the needs of mobile platforms under open source license (MIT). Arm Accuracy Super Resolution (Arm ASR) is derived from AMD FSR 2 but optimized for the lower performance levels of smartphone GPUs. Previous space upscalers should be clearly beaten.
New temporal upscaler for smartphones
Arm’s goal was to develop a process that was higher quality than what was previously available on mobile platforms (with Android) and that did not overwhelm relatively weak graphics cards. The decision was therefore to choose a temporal method that includes several consecutive frames in the scaling process, but the overhead generated by the algorithm must be low.
Arm ASR is said to put much less strain on the GPU than AMD FSR 2 (which was never designed for mobile GPUs) (Image: Arm)
With a suitable FSR 2, available for free via AMD GPUOpen, Arm wants to have achieved this goal, significantly beating space upscalers such as AMD FSR 1 or Qualcomm Game Super Resolution (GSR) in terms of quality and achieving even more FPS growth. Apple’s MetalFX scaling, which also requires iOS, iPadOS or macOS as a time process, is not discussed by Arm.
Arm ASR would allow greater FPS gains than the competition (Image: Arm)
Better image quality with less overhead
As proof of the superiority over FSR 1, GSR, but also FSR 2, test results on an Android smartphone with MediaTek Dimensity 9300 with G720 GPU and 2800 × 1260 pixel display (presumably the Vivo X100 Pro) were presented. They show lower GPU usage when using Arm ASR compared to AMD FSR 2 in all three available presets and higher FPS gains in the scene used (Nvidia/Amazon Lumberyard Bistro).
To highlight the image quality advantages over FSR 1 and GSR, Arm also wrote its own demo (“Mori”) in Unreal Engine 5.
Developers interested in Arm ASR can now register as early adopters. Like the base FSR 2, ASR will also be available under the MIT license.
Updated July 17, 2024 at 12:23 p.m.
Although Arm only uses the upper-class Immortalis-G720 introduced last year for its own comparisons, there is basically no minimum GPU generation required to be able to use Arm ASR, as has the company confirmed to the editorial team when asked. .
However, space-time upscalers such as Arm ASR can only be implemented on relatively new hardware within an acceptable performance budget, which is why GPUs older than three years (G710) are no longer recommended for use by Arm. In their implementations, developers should use profiling to ensure that there is sufficient budget in each frame for the overhead introduced by the upscaler.
Topics: Arm Gaming Graphics cards Smartphones Tablets Source: arm
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