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Merge pull request #1703 from juliegaskin/main
New LP for Arm ASR
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---
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title: What is Arm Accuracy Super Resolution (Arm ASR)?
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weight: 2
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layout: learningpathall
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---
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## Introduction
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[Arm® Accuracy Super Resolution™ (Arm ASR)](https://www.arm.com/developer-hub/mobile-graphics-and-gaming/accuracy-super-resolution) is a mobile-optimized temporal upscaling technique derived from [AMD's Fidelity Super Resolution 2 v2.2.2](https://github.com/GPUOpen-LibrariesAndSDKs/FidelityFX-SDK/blob/main/docs/techniques/super-resolution-temporal.md). Arm ASR extends this technology with multiple optimizations to make the technique suited for the more resource-constrained environment of mobile gaming.
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Available as an easy plug-in for Unreal Engine 5.3, 5,4, and 5.5, a Unity plugin coming soon, or as a generic library that you can integrate into other engines, you can easily improve frames per second, enhance visual quality, and prevent thermal throttling for smoother, longer gameplay.
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## What is Super Resolution?
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Super-resolution techniques render some frames at a lower resolution and use shader upscaling to reconstruct how the frames should look at native resolution. This offers significant performance and battery life improvements for mobile devices.
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Arm ASR outperforms spatial upscalers when reconstructing fine details, such as:
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- Thin features
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- Grid-like structures
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- Fast-moving objects
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You can control a range of different settings for Arm ASR:
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- The upscaling ratio. For example, a value of 50.0 will mean that the plugin upscales frames by a factor of 2.
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- Use Arm ASR’s own auto-exposure or use the game engine’s auto-exposure value.
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- Use a Robust Contrast Adaptive Sharpening (RCAS) filter to sharpen the output image.
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- The shader quality preset: 1 - Quality, 2 - Balanced, 3 - Performance.
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## Overview of Arm ASR
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The [Arm ASR experience kit](https://github.com/arm/accuracy-super-resolution) is a combination of materials that provide access to the technology, to help you evaluate it and make the best use of it. It includes:
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- The Arm ASR source code so developers can access it fully and even evolve the technology for their needs.
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- Tutorials and sample materials to help developers with the integration of the technology and how to use it.
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- Plugin for Unreal Engine.
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## Unreal Engine Plugin
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The Unreal Engine 5 plugin can be integrated into your project in a matter of minutes. Once installed, simply enable temporal upscaling on your project and the plugin will automatically handle the upscaling of all frames.
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[Using Arm ASR in Unreal Engine](../03-ue)
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## Custom engine usage
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If you are using your own custom engine, you can still integrate Arm ASR using our generic library.
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[Using Arm ASR in a custom engine](../04-generic_library)
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title: Using Arm ASR in Unreal Engine
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---
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## Introduction
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This guide describes how to get started with Arm® Accuracy Super Resolution™ (Arm ASR) through an example project in Unreal Engine. It is for Unreal Engine developers who want to apply upscaling techniques to their projects. You will walk through the processes of installing Arm ASR and some of the common tasks that you might encounter when setting up Arm ASR for the first time.
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## Before you begin
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We recommend using Unreal Engine versions 5.3-5.5 through this tutorial. Please get in contact with us at [email protected] if you have any questions.
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## Installing the Arm ASR plugin
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The following steps describe how to install the Arm ASR plugin in Unreal Engine:
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1. Open the Unreal Engine project you intend to use with Arm ASR. The Third Person pack is available as an example.
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![Third person pack](images/third_person_pack.png "Third person pack")
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2. Download the plugin by cloning the repository.
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```
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git clone https://github.com/arm/accuracy-super-resolution-for-unreal
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```
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3. Navigate to the `UE` directory in the cloned repository. This contains directories containing the plugin for each supported version of Unreal Engine.
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4. From the directory for your version of Unreal Engine, copy the Arm ASR plugin into the `Plugins` folder in the game directory.
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![Plugin folder](images/plugin_folder.png "Plugin folder")
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![Copied Arm ASR plugin](images/copied_arm_asr_plugin.png "Copied Arm ASR plugin")
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5. Navigate back to your Unreal Engine project.
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6. When the pop-up window opens asking to build Arm ASR, select **Yes**.
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![Arm ASR pop up window](images/asr_popup.png "Arm ASR pop up window")
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## Enable and configure Arm ASR
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After reopening the Unreal Engine project, the Arm ASR plugin should be enabled.
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1. Go to **Edit > Plugins**, and search for Arm ASR. Make sure Arm ASR is checked.
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![Verify the plugin](images/verify_plugin.png "Verify the plugin")
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![Plugin screen](images/plugin_screen.png "Plugin screen")
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1. To enable Arm ASR upscaling, open **Project Settings** and change the Anti-Aliasing Method to **Temporal Anti-Aliasing**.
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{{% notice %}}
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**Mobile Anti-Aliasing Method** is used for the mobile renderer, however this tutorial describes the desktop renderer. You can learn about other available renderers by studying the `README.md` of the `accuracy-super-resolution-for-unreal` repository.
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{{% /notice %}}
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![Change anti-aliasing method](images/change_anti_aliasing_method.png "Change anti-aliasing method")
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1. To check that Arm ASR is enabled and working, use the `ShowFlag.VisualizeTemporalUpscaler 1` console command. If Arm ASR is working, you will see Arm ASR listed as the **ThirdParty TemporalUpscaler** in the command window.
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{{% notice %}}
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When you use the `ShowFlag.VisualizeTemporalUpscaler 1` console command, the debug views are not generated from Arm ASR but from Unreal Engines TAA.
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{{% /notice %}}
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![Visualize console command](images/visualise_console_command.png "Visualize console command")
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1. If Arm ASR is not shown here, use the `r.ArmASR.Enable 1` console command to enable upscaling.
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![Arm ASR.Enable 1 command](images/arm_asr_enable_command.png "ArmASR.Enable 1 command")
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## Further configuration {.section}
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There are two ways to configure further settings.
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Option 1 is using the UI. Go to **Edit > Project Settings > Plugins > Arm ASR**.
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![Configure settings using UI](images/ui_settings.png "Configure settings using UI")
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Option 2 is through the console. By typing `r.ArmASR.` into the console window, you can see the configuration options.
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![Configuration options](images/configuration_options.png "Configuration options")
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For example, you can change the upscaling ratio by modifying the **ScreenPercentage**, via the command option `r.ScreenPercentage`. A value of `50.0` will mean that the plugin upscales frames by a factor of 2.
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Arm ASR's behavior can be configured via the following plugin-specific console variables:
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|Console Variable | Default Value | Value Range | Details |
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|:------------------------------------------------- | :------------ | :---------- | :----------------------------------------------------------------------------------------------------- |
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|`r.ArmASR.Enable` | 1 | 0, 1 | Enable / disable Arm ASR. |
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|`r.ArmASR.AutoExposure` | 0 | 0, 1 | Set to 1 to use Arm ASR’s own auto-exposure, otherwise the engine’s auto-exposure value is used. |
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|`r.ArmASR.Sharpness` | 0 | 0-1 | If greater than 0 this enables Robust Contrast Adaptive Sharpening Filter to sharpen the output image. |
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|`r.ArmASR.ShaderQuality` | 1 | 1, 2, 3 | Select shader quality preset: 1 - Quality, 2 - Balanced, 3 - Performance. |
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|`r.ArmASR.CreateReactiveMask` | 1 | 0-1 | Create the reactive mask. |
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|`r.ArmASR.ReactiveMaskReflectionScale` | 0.4 | 0-1 | Range from 0.0 to 1.0, scales the Unreal Engine reflection contribution to the reactive mask, which can be used to control the amount of aliasing on reflective surfaces. |
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|`r.ArmASR.ReactiveMaskRoughnessScale` | 0.15 | 0-1 | Range from 0.0 to 1.0, scales the GBuffer roughness to provide a fallback value for the reactive mask when screenspace & planar reflections are disabled or don't affect a pixel. |
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|`r.ArmASR.ReactiveMaskRoughnessBias` | 0.25 | 0-1 | Range from 0.0 to 1.0, biases the reactive mask value when screenspace/planar reflections are weak with the GBuffer roughness to account for reflection environment captures. |
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|`r.ArmASR.ReactiveMaskRoughnessMaxDistance` | 6000 | - | Maximum distance in world units for using material roughness to contribute to the reactive mask, the maximum of this value and View.FurthestReflectionCaptureDistance will be used. |
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|`r.ArmASR.ReactiveMaskRoughnessForceMaxDistance` | 0 | - | Enable to force the maximum distance in world units for using material roughness to contribute to the reactive mask rather than using View.FurthestReflectionCaptureDistance. |
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|`r.ArmASR.ReactiveMaskReflectionLumaBias` | 0 | 0-1 | Range from 0.0 to 1.0, biases the reactive mask by the luminance of the reflection. Use to balance aliasing against ghosting on brightly lit reflective surfaces. |
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|`r.ArmASR.ReactiveHistoryTranslucencyBias` | 0.5 | 0-1 | Range from 0.0 to 1.0, scales how much translucency suppresses history via the reactive mask. Higher values will make translucent materials more reactive which can reduce smearing. |
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|`r.ArmASR.ReactiveHistoryTranslucencyLumaBias` | 0 | 0-1 | Range from 0.0 to 1.0, biases how much the translucency suppresses history via the reactive mask by the luminance of the transparency. Higher values will make bright translucent materials more reactive which can reduce smearing. |
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|`r.ArmASR.ReactiveMaskTranslucencyBias` | 1 | 0-1 | Range from 0.0 to 1.0, scales how much contribution translucency makes to the reactive mask. Higher values will make translucent materials more reactive which can reduce smearing. |
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|`r.ArmASR.ReactiveMaskTranslucencyLumaBias` | 0 | 0-1 | Range from 0.0 to 1.0, biases the translucency contribution to the reactive mask by the luminance of the transparency. Higher values will make bright translucent materials more reactive which can reduce smearing. |
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|`r.ArmASR.ReactiveMaskTranslucencyMaxDistance` | 500000 | - | Maximum distance in world units for using translucency to contribute to the reactive mask. This is a way to remove sky-boxes and other back-planes from the reactive mask, at the expense of nearer translucency not being reactive. |
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|`r.ArmASR.ReactiveMaskForceReactiveMaterialValue` | 0 | 0, 1 | Force the reactive mask value for Reactive Shading Model materials, when > 0 this value can be used to override the value supplied in the Material Graph. |
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|`r.ArmASR.ReactiveMaskReactiveShadingModelID` | MSM_NUM | - | Treat the specified shading model as reactive, taking the CustomData0.x value as the reactive value to write into the mask. |
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You are now ready to use Arm ASR in your Unreal Engine projects. You can use [Arm Performance Studio](https://developer.arm.com/Tools%20and%20Software/Arm%20Performance%20Studio) tools to measure the performance of your game as it runs on a mobile device, allowing you to monitor the effect of Arm ASR.

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