diff --git a/README.md b/README.md index 807d7ba..865d582 100644 --- a/README.md +++ b/README.md @@ -6,9 +6,9 @@ This project aims to bring FSR3 upscaling to Unity as an alternative to Unity's ![Comparison](images/comparison.png) -Rather than attempting to integrate AMD's open source C++ libraries for FSR3, this project instead reimplements the C++ backend in C# while adapting FSR3's HLSL shader code to work within Unity. This allows for maximum compatibility with the platforms and graphics APIs that Unity supports, including ones that normally wouldn't be supported by FSR3. +Rather than attempting to integrate AMD's native plugin libraries for FSR3, this project instead reimplements the C++ backend in C# using Unity's scripting APIs while adapting FSR3's HLSL shader code to work within Unity. This allows for maximum compatibility with the platforms and graphics APIs that Unity supports, including ones that normally wouldn't be supported by FSR3. -Focus of this project lies initially on making FSR3 Upscaler work with the traditional Unity built-in render pipeline. However the core FSR3 Upscaler classes are render pipeline-agnostic, so there is every possibility for URP and HDRP to be supported as well in the future. +Focus of this project lies initially on making FSR3 Upscaler work with the traditional Unity built-in render pipeline. However the core FSR3 Upscaler classes and shaders are render pipeline-agnostic, so there is every possibility for URP and HDRP integrations to be built as well. ## Table of Contents @@ -32,7 +32,7 @@ Focus of this project lies initially on making FSR3 Upscaler work with the tradi FSR3 Upscaler for Unity requires Unity 2020.1 or higher. This version of Unity added support for the `multi_compile` keyword in compute shaders, which the FSR3 Upscaler implementation makes use of. -Other than the above, requirements are no different from standard FSR3 Upscaler: it requires a GPU with compute shader support, typed UAV load and R16G16B16A16_UNORM support. In practice, almost every GPU made in the past decade will be able to run it. +Other than the above, requirements are no different from the standard FSR3 Upscaler libraries: it requires a GPU with compute shader support, typed UAV load and R16G16B16A16_UNORM support. In practice, almost every GPU made in the past decade will be able to run it. Platforms tested and confirmed working: - Windows