These resizing technologies, we can say, have a fairly simple operation. What they do is run the game at a lower resolution than desired and then improve it. Thanks to this, we get a greater amount of FPS without the graphic quality being greatly affected.
This technology is not new, VESA offers Adaptive Sync, which is precisely the basis of AMD FSR technology. But the first company to use it in its graphics was NVIDIA with DLSS, which is complemented by artificial intelligence to offer the best possible experience.
ARM surprises with its resizing technology for mobile phones
You probably already know that the British ARM is one of the leading designers of cores for smartphones and tablets, among others. What is interesting about the company is that it does not manufacture chips, it only licenses its designs. It allows manufacturers to create chips with considerable flexibility within a wide catalog of solutions.
The company stressed that this is an open-source solution that is accessible to all developers who create smartphone games, as long as they have ARM cores. They indicated that they are not using spatial scaling techniques, such as AMD’s FSR 1, but are instead moving to a temporal scaling process.
Highlights include ARM engineers taking inspiration from FSR 2, which is currently offered under the MIT license. With this license, you can help with development or generate something new. Well, ARM used FSR 2 as a starting point, but with a focus on low-power devices.
There are currently hundreds of millions of smartphones in the world. These have the capacity to run, in many cases, fairly light games. Few can run more complete games and this is precisely the idea of this technology.
For testing, the ARM Immortalis G720 graphics card was used, which is capable of rendering graphics in a resolution of 2800×1260. They compared the performance of this GPU with ASR, FSR 1 and FSR 2 technologies. This is possible because AMD FSR can run on a smartphone.
It should be noted that ASR not only focuses on delivering the highest possible performance, it also seeks to maximize battery life and reduce temperatures. Games start running at a lower resolution with slightly less detail. This helps eliminate thermal limitations and even improve battery life.
ARM developers have created a demo based on Unreal Engine, although it is not known which version. They have published the results of the comparison, which are very interesting. It should be noted that FSR 2 is not presented in this comparison, everyone can draw the conclusion they want.
It is not known which will be the first or first games to integrate this technology. They also did not reveal the exact date of the first integration, so it is still a demo. It is possible that there will also be limitations in terms of support, it will not be compatible with all ARM iGPUs on the market.