that would be a shame if the tech improves and is genuinely a good option. You don't think we will see it now it's a apart of Xbox XDK? or GDK or whatever the latest one is called lol
It absolutely will be used.
It has a ~2ms impact on render times with an XSX, thats phenomenal.
Will big developers be using it, probably not because they have their own implementations.
But those that dont or have an implementation thats more costly on the render budget will jump on a middleware thats proven and pretty widely tested that gets the job done.
Unreal Engine 5 devs probably wont cuz TSR works so well already, its likely to only get better.
But FSR could still get usage because of how open it is for devs to make it bespoke to their game.
On PC I expect it to be ubiquitous now with any competent release.
Pascal gets to live on!
I mean maybe, but not often. Call of Duty and other games/engines with established up-sampling tech will continue using their own upscaler, UE4 titles might just use TAAU to save resources and some will not up-sample at all outside of a simple upscaler.
I wonder tho if Ghostwire didn't use TSR for performance or aesthetic reasons. that could be another thing that developers will look at I think. some might not want the disocclusion artifacts that these have.
I think it will be mostly used by smaller devs and games that do not have other good up-sampling methods in the engine they use
GhostWire Tokyo was likely already in a gold or near gold state prior to the TSR stable release build.
Yes, they could have cvar activated it on PS5 but then they would have to reprofile the game for stability.
On PC you reveal the option if client computer cant handle it, they can turn it off.
If the PS5 versions rendertimes are suddenly higher or it causes issue in this one area of the game, it could take them weeks to fix.
Better ship whats already "stable" and call it a day.