XeSS 2.0 FG and XeLL support
Is the support for XeSS Frame generation and XeLL planned in the future?
Hi,
Yes, when SDK released by Intel I wanna check it as an Intel Arc owner 👍 Also with 2.0 SDK there will be XeSS support for Vulkan (works on all GPUs) and native Dx11 (only on Arc GPUs).
I'm also a intel Arc owner and XE iGPU owner:) expect it
Hi,
Yes, when SDK released by Intel I wanna check it as an Intel Arc owner 👍 Also with 2.0 SDK there will be XeSS support for Vulkan (works on all GPUs) and native Dx11 (only on Arc GPUs).
Are the current Intel XeSS 2.0.0.18 available from F1 24 compatible? I've tested and it runs, but sincerely I couldn't see much improvements from 1.3.
https://github.com/intel/xess/releases/tag/v2.0.1
someone has to spam it here
https://github.com/intel/xess/releases/tag/v2.0.1
someone has to spam it here
nah, I think cdozdil already knows
Hi,
Yes, when SDK released by Intel I wanna check it as an Intel Arc owner 👍 Also with 2.0 SDK there will be XeSS support for Vulkan (works on all GPUs) and native Dx11 (only on Arc GPUs).
Are you still planning on it? I think the SDKs are out but i'm just curious.
Just to give a small update.
Last 2 months have been pretty busy with FSR4 releasing and some technical code debt getting its dues. Nitec refactored a lot of the code regarding hooking and overlays, which brought out some major regressions which required fixing. Parallel to that, he also took a much deserved vacation last month, but afterwards, after a few weeks of testing, we've finally managed to deal with all of those regressions and achieve a stable base.
In short, there hasn't been work done on XeFG and XeLL yet, but they are on the roadmap as interesting things to look at. One burden is XeFG requires XeLL, so XeLL is the first feature that will require implementation, after that only can XeFG be added.
I'd like to know if XeSSFG support is still on the roadmap, or what's the current progress?
May ended up being OptiFG + HUDfix revamp month along with Nitec being busy the last week or two, so not much happened on this front. But it's not all bad, XeLL has been investigated the last few days, and that's the first step for getting XeFG. Unfortunately, Intel didn't provide an overlay for XeLL to easily check if it's working like Reflex/AL2, so it will take a while.
May ended up being OptiFG + HUDfix revamp month along with Nitec being busy the last week or two, so not much happened on this front. But it's not all bad, XeLL has been investigated the last few days, and that's the first step for getting XeFG. Unfortunately, Intel didn't provide an overlay for XeLL to easily check if it's working like Reflex/AL2, so it will take a while.
Does OptiFG have plans to support xess?
If you mean XeFG, then we can't give an answer until we get there. Plan is to hopefully make it work just like current FSR FG does with HUDfix, but first thing's first is XeLL.
Anyone interested in testing XeLL can download the latest Nightly build of Optiscaler + Fakenvapi + need to provide libxell.dll in the same folder.
Fakenvapi works by hooking Reflex and converting it to XeLL (hence Reflex needs to be turned ON in game settings). If it's been hooked successfully, you'll see Framerate - Current Method: XeLL.
Now since Intel doesn't provide any kind of overlay to measure the latency, if you want to compare latencies, your best bet is using something like FLM.
Some more info here - https://github.com/optiscaler/fakenvapi/issues/13#issuecomment-3017577838
I have checked xell with Optiscaler 0.7.7 pre12 + fakeapi 1.3.2+ nukems mod 1.30 in the game like a dragon 8. It works fine with my B580 card. I mean the method shows Xell. It really clearly feels smooth than without Xell. BTW, on my another pc with rtx 5060ti,it even can't use own DLSSFG because of nvidia app. SUCKS nvidia. Really appeciate yours hard works and hope for the days with xefg+hudfix+xell coming soon. @TheRazerMD
Intel XeSS SDK v2.1.0 introduced Frame Gen and XeLL support on non-Intel GPUs!
https://github.com/intel/xess/releases/tag/v2.1.0
As a 3090 owner I am really curious to compare FSR3 FG with XeSS FG :) Turns out only Nvidia did not enable their framegen on 20s and 30s ;)
Seems works better than FSR 3.1, as some testers said on youtube. Can't wait to being added to OptiScaler streamline. I saw test even with 30 cap to 60 and runs very well (also seems that it consumes a bit more base fps than FSR as uses AI).
tried the download, in the bin folder you can see some exe to test the features, all DX12 ones work on my GTX 1080 Ti (nothing to see really, just a tringle doing triangle stuff, but it works)
Btw since the Discord keeps getting flooded by the same question over and over again...
Intel's timing with XeFG DP4a was very adequate as devs finished up some projects, and XeLL was more or less implemented in Fakenvapi a while ago.
So to answer the questions:
- Yes, we're aware of XeSS 2.1 which brought XeFG DP4a (and coupled XeLL).
- Yes, we're actively investigating implementing XeFG into OptiFG, especially now after the DP4a release (which will even support gens like RDNA1 and Pascal, but performance may not be optimal).
- No, we can't give a timeline as it isn't a plug-n-play process, it requires some more code revamping to make it easier to maintain. Range is from tomorrow to forever, in short.
- And yes, these builds will be distributed as Nightlies when we're ready for broader testing.
Currently finishing up the final tests before uploading the long-awaited stable release (which ofc won't have XeFG as mentioned above).
Edit: XeFG does have a HUD fallback, meaning it should be able to deal with HUD more or less, even without HUDfix, but will vary depending on the game
Very happy for hearing that good news even it still on the first step. Thank you and thank intel that really benefits a lot of low end graphics users.
Btw not sure if people have realised fully, but you can already test XeFG DP4a in XeSS 2 games which have XeFG.
It's enough to replace the XeSS files with the ones from 2.1 SDK. For UE, that's generally somewhere in Engine/Plugins/some-subfolder.
Important: XeFG only works in Borderless Fullscreen, so try switching display modes if it isn't showing up.
Already tested several games where it works:
- Talos Reawakened
- Cyberpunk 2077
- Yakuza Pirate
- Clair Obscur (Steam version, MS Store doesn't even have XeFG yet apparently - if you're using OptiScaler on AMD/Intel, set
StreamlineSpoofing=falsein Optiscaler.ini, game seems to be picky about it) - Robocop Unfinished Business
- Robocop Rogue City - game has extra checks for Intel vendor, so it won't work vanilla, but I managed to patch their XeFG check, so it's working with OptiPatcher (XeLL still doesn't work, so latency will be more noticeable when GPU bound probably)
- Diablo 4 - I do believe someone mentioned on the server it's also not working, probably due to the same Intel vendor check
- Black Myth Wukong - also has extra checks, doesn't work vanilla - tried patching it, but no luck so far
- Clair Obscur (Steam version
EDIT: investigating... posting in a bit...
I tried coping the files from the plugin, with NO optiscaler and borderless, and the XeSS FG setting just doesn't appear, (XeSS updated scaling works tho)
libxell.dll libxess.dll libxess_dx11.dll libxess_fg.dll
with a GTX 1080 Ti
I need anything else?
I didn't say copy to game exe folder though, I was very specific about that part...
GTX 1080 Ti XeSS Frame gen ok got it. after getting the directory right, is REALLY GOOD, with fast moving camera in particular, turning near walls or big objects always felt off passing near the camera for AMD-FG, with XeSS-FG feels normal.
the Talos Principle Reawakened worked with no extra effort, it seems it has less input lag, (*fixed choppiness, it was vsync from the video driver, with NO vsync at all is smoother) (**side note: Intel Low Latency fells a lot better, turning OFF Nvidia Reflex is better even for AMD-FG)
Clair Obscur Steam version, had to spoof a AMD GPU to make the XeSS FG and Low Latency menu entries to show up but it works fine
Any news regarding the implementation of XeFG in Opti???
Any news regarding the implementation of XeFG in Opti???
Please be patient, don't be in a hurry
Already tested several games where it works:
Cyberpunk 2077
Cyberpunk 2077 will let you pick DLSS + XeFG but will specifically internally disable XeFG preventing it from generating frames. This is a huge issue because getting around this is the only way to combine Ray Reconstruction with XeFG.
It would be massive win for Turing and Ampere cards if we could get DLSS + Ray Reconstruction + XeFG working in Cyberpunk 2077, somehow.
Maybe hooking into DLSS FG and replacing DLSS FG with XeFG? Then spoofing the card so the game let's you pick DLSS FG as an option.
Maybe hooking into DLSS FG and replacing DLSS FG with XeFG? Then spoofing the card so the game let's you pick DLSS FG as an option.
That hooking is the entire point of OptiScaler. Yes, when support is added, it would work similarly to how you can use Nukem's DLSSG-to-FRS3 to inject FSR Frame Gen instead of DLSSG.
It's a lot of work to get there, though. It will take time.
I swear I'll delete this thread if anyone asks for xefg support again
Por cierto, dado que Discord sigue inundándose con la misma pregunta una y otra vez...
El timing de Intel con XeFG DP4a fue muy adecuado ya que los desarrolladores finalizaron algunos proyectos y XeLL se implementó más o menos en Fakenvapi hace un tiempo.
Entonces, para responder las preguntas:
- Sí, conocemos XeSS 2.1, que trajo consigo XeFG DP4a (y XeLL acoplado).
- Sí, estamos investigando activamente la implementación de XeFG en OptiFG, especialmente ahora después del lanzamiento de DP4a (que incluso admitirá generadores como RDNA1 y Pascal, pero el rendimiento puede no ser óptimo).
- No podemos dar un plazo, ya que no es un proceso listo para usar; requiere una mayor modernización del código para facilitar su mantenimiento. En resumen, el alcance es de mañana a siempre.
- Y sí, estas compilaciones se distribuirán como Nightlies cuando estemos listos para pruebas más amplias.
Actualmente estoy terminando las pruebas finales antes de cargar la tan esperada versión estable (que por supuesto no tendrá XeFG como se mencionó anteriormente).
Editar: XeFG tiene una alternativa de HUD, lo que significa que debería poder manejar HUD más o menos, incluso sin HUDfix, pero variará según el juego.
Hola, me encontré con este canal de Youtube en donde se probaron decenas de juegos con el SDK de Intel en un supuesto OptiScaler v0.8.0 Es oficial? Enlace: https://www.youtube.com/watch?v=8ChFRzRHFmM&t=15s&ab_channel=OPTISCALERTEST
you can download it from optiscaler discord server
Por cierto, dado que Discord sigue inundándose con la misma pregunta una y otra vez...
El timing de Intel con XeFG DP4a fue muy adecuado ya que los desarrolladores finalizaron algunos proyectos y XeLL se implementó más o menos en Fakenvapi hace un tiempo.
Entonces, para responder las preguntas:
- Sí, conocemos XeSS 2.1, que trajo consigo XeFG DP4a (y XeLL acoplado).
- Sí, estamos investigando activamente la implementación de XeFG en OptiFG, especialmente ahora después del lanzamiento de DP4a (que incluso admitirá generadores como RDNA1 y Pascal, pero el rendimiento puede no ser óptimo).
- No podemos dar un plazo, ya que no es un proceso listo para usar; requiere una mayor modernización del código para facilitar su mantenimiento. En resumen, el alcance es de mañana a siempre.
- Y sí, estas compilaciones se distribuirán como Nightlies cuando estemos listos para pruebas más amplias.
Actualmente estoy terminando las pruebas finales antes de cargar la tan esperada versión estable (que por supuesto no tendrá XeFG como se mencionó anteriormente).
Editar: XeFG tiene una alternativa de HUD, lo que significa que debería poder manejar HUD más o menos, incluso sin HUDfix, pero variará según el juego.
Hola, me encontré con este canal de Youtube en donde se probaron decenas de juegos con el SDK de Intel en un supuesto OptiScaler v0.8.0 Es oficial? Enlace: https://www.youtube.com/watch?v=8ChFRzRHFmM&t=15s&ab_channel=OPTISCALERTEST