The original version of FSR has already been utilized in some Xbox games, allowing, for instance, the remake of Myst to run at 4K/60fps on Xbox Series X and 1440p/60fps on Xbox Series S. That said, we might see the tech used more frequently now that FSR 2.0 is included in the Xbox GDK. No word yet on whether official PS5 support will be coming eventually. For those who haven’t been keeping up, FSR 2.0 promises high-quality temporal upscaling without the need for machine learning. That means the tech will work on a wider range of GPUs (including those inside consoles) although you will need a fairly powerful graphics card to run FSR 2.0 at higher resolutions. You get more information on FSR 2.0, including optimal graphics cards for running the tech at 4K, 1440p, and 1080p, by checking out Wccftech’s full story. So far, support for FSR 2.0 has only been announced for two games – Deathloop and Forspoken – both of which are currently PS5 console exclusives (although Deathloop will likely end up on Xbox Series X/S eventually). Kind of odd to simultaneously announce FSR 2.0 support for Xbox and a couple of games that, for now, are only available on PS5. Of course, FSR is open source, so there’s nothing stopping devs from implementing it on PS5, but it would be nice if Sony got around to including it in the official PlayStation GDK. What do you think? Excited about FSR 2.0 and what it might bring to gaming, on both PCs and consoles?