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GTVision

Member
Oct 28, 2017
1,068
This looks better, ratchet performance RT mode is 1440p with downgraded fidelity. If FSR 2 is good enough to reconstruct from 1080p, they maybe able to to squeeze more performance out and retain all the details from the fidelity mode
If FSR 2.0 can reach the same results, or even better, with an even lower base resolution, that would be awesome! Reaching the same details from the fidelity mode shouldn't be a problem then, given that the differences were hardly noticeable between the performance RT and 4K modes (according to Digital Foundry).
 

Gitaroo

Member
Nov 3, 2017
8,015
I doubt from 1080p will be enough to make a 4K-ish image. From what I could gather FSR2 is very similar to Ratchet solution. BTW in Ratchet they reconstruct 4k from usually 1440p with outstanding results.
as long as they can go even lower, we have seen UE5 TSR scaling all the way down from sub 1080p. Insomnaics temporal injection technical is impressive for what it does but downgrade in IQ is still very obvious, IE image softness and distance shimmering on top of reduced fidelity, FSR 2.0 looks like a step up. Ghostwire Tokyo on PC will be interesting to see as it uses the new TSR with multiple preset not the old TAAU based on the pc graphical option. FSR 2.0 will probably be just as good if not better.
 

Zombegoast

Member
Oct 30, 2017
14,239


FOT_neyXwAIfI9B


Am I crazy or isanti aliasing better in FSR 2.0 than DLSS?
 

Dinjoralo

Member
Oct 25, 2017
9,161
How it looks in motion is going to be the big thing, as everyone's said.

IMO in that comparison, DLSS has a leg up, but it's really close. That's mostly just me liking sharper edges. I'm also imagining that this will have a moderate performance cost compared to just rendering at the base resolution.
 

Deleted member 93062

Account closed at user request
Banned
Mar 4, 2021
24,767
UMrrz8s.png

Left: FSR 2.0, Right: DLSS 2.3
Interesting. It looks like DLSS is trying to add more detail than it needs and it kind of fails in this scene. Specifically on the roof with the two heads. FSR 2.0 looks a lot more desirable to me. In the native image it doesn't have the lines on the roof showing through the red paint. The faces are also pixelated in the DLSS image. Of course, everything will come down to how it looks in motion but it's definitely interesting to see the difference in the approach here.
 

disparate

Banned
Oct 25, 2017
7,904
UMrrz8s.png

Left: FSR 2.0, Right: DLSS 2.3
Interesting. It looks like DLSS is trying to add more detail than it needs and it kind of fails in this scene. Specifically on the roof with the two heads. FSR 2.0 looks a lot more desirable to me. In the native image it doesn't have the lines on the roof showing through the red paint. The faces are also pixelated in the DLSS image. Of course, everything will come down to how it looks in motion but it's definitely interesting to see the difference in the approach here.
on a 4K tv it's probably a wash, especially in motion. Which is probably AMD's goal anyway, close enough so it doesn't matter
 

TheSentry42

Member
Nov 2, 2017
1,249
The point of these upscalers is to hit the high resolutions while still keeping the highest frame rates.

So maybe one looks slightly better than another in a still image, but until we see how it affects FPS and the quality in motion I feel like these comparisons aren't too valuable just yet.

I will say if they frames and quality are close, then FRS 2.0 being chip agnostic makes it a lot more compelling for developers I would think.
 

dgrdsv

Member
Oct 25, 2017
11,886
Nobody wants to work with Nvidia for a reason. Especially if you want to make an open source platform.
What reason is that and what open source platform are you referring to?

Left: FSR 2.0, Right: DLSS 2.3

Interesting. It looks like DLSS is trying to add more detail than it needs and it kind of fails in this scene. Specifically on the roof with the two heads. FSR 2.0 looks a lot more desirable to me. In the native image it doesn't have the lines on the roof showing through the red paint. The faces are also pixelated in the DLSS image. Of course, everything will come down to how it looks in motion but it's definitely interesting to see the difference in the approach here.
You're comparing one scene in one game with unknown settings used for both options. There is nothing to compare for now, it's just two images. Sharpness is user controlled in DLSS for example and I'd expect the same to be the case for FSR2. Also consider that base image for a comparison here should be native with AA, not DLSSed or FSR2ed. Also yeah motion - which is the most likely area where a non-AI temporal reconstruction may fail.

Just wait for release and proper comparisons.
 
Last edited:

Andromeda

Member
Oct 27, 2017
4,847
as long as they can go even lower, we have seen UE5 TSR scaling all the way down from sub 1080p. Insomnaics temporal injection technical is impressive for what it does but downgrade in IQ is still very obvious, IE image softness and distance shimmering on top of reduced fidelity, FSR 2.0 looks like a step up. Ghostwire Tokyo on PC will be interesting to see as it uses the new TSR with multiple preset not the old TAAU based on the pc graphical option. FSR 2.0 will probably be just as good if not better.
Only because they add a sharpening filter with FSR X. But from what I could gather both solutions are very similar. I doubt you can do much better than an fully custom implementation that is working on only one platform. There is also the performance cost to be taken into account.
 

Gitaroo

Member
Nov 3, 2017
8,015
Only because they add a sharpening filter with FSR X. But from what I could gather both solutions are very similar. I doubt you can do much better than an fully custom implementation that is working on only one platform. There is also the performance cost to be taken into account.
Isnt the recent hack from nvidia reveal that the A.I component from DLSS 2.x is only doing very basic things. It is just a very good anti aliaser that produce very clean edges, as we can see even from DLSS 1.0 with tensor cores, but the actual image reconstruction is still relying of motion vector and taking previous frames much like TAAU, which was implement in version 2.0. of DLSS. FSR 2.0 sounds it just lacking the A.I anti aliaser, which we need to see what AMD has cooked up because FSR 1.0 doesnt even have any anti aliasing component. Those FSR 2.0 comparison image for death loops looks great when it comes to edges.
 

dgrdsv

Member
Oct 25, 2017
11,886
Isnt the recent hack from nvidia reveal that the A.I component from DLSS 2.x is only doing very basic things. It is just a very good anti aliaser that produce very clean edges, as we can see even from DLSS 1.0 with tensor cores, but the actual image reconstruction is still relying of motion vector and taking previous frames much like TAAU, which was implement in version 2.0. of DLSS. FSR 2.0 sounds it just lacking the A.I anti aliaser, which we need to see what AMD has cooked up because FSR 1.0 doesnt even have any anti aliasing component. Those FSR 2.0 comparison image for death loops looks great when it comes to edges.
NNs are doing way more than antialiasing in DLSS2.
 

JahIthBer

Member
Jan 27, 2018
10,383
UMrrz8s.png

Left: FSR 2.0, Right: DLSS 2.3
Interesting. It looks like DLSS is trying to add more detail than it needs and it kind of fails in this scene. Specifically on the roof with the two heads. FSR 2.0 looks a lot more desirable to me. In the native image it doesn't have the lines on the roof showing through the red paint. The faces are also pixelated in the DLSS image. Of course, everything will come down to how it looks in motion but it's definitely interesting to see the difference in the approach here.
It's just different sharpening levels, DLSS sometimes uses too much and it's good Nvidia finally gave in and allowed it to be an option. God of War DLSS was especially bad with the devs making the default sharpen too high until you could change it.
 

Stacey

Banned
Feb 8, 2020
4,610
https://community.amd.com/t5/gaming...ents/ba-p/517541/jump-to/first-unread-message

New info from GDC

AMD said:
Last week, we revealed the first game that is planned to get FSR 2.0 is DEATHLOOP, by our friends over at Arkane Studios and Bethesda. Today, we're excited to announce that another game that will support FidelityFX Super Resolution 2.0 is Forspoken by Luminous Productions. FSR 2.0 will be available in the game when it comes out in October 2022, along with many other AMD FidelityFX technology effects.

Additionally, for developers, we're happy to announce at GDC today that FidelityFX Super Resolution 2.0 will also be fully supported on Xbox and will be available in the Xbox GDK for registered developers to use in their games. Though for gamers, we do not have a timeline today of when you can expect to see any Xbox games with FSR 2.0.

FSR 2.0
Quality Mode
DescriptionScale factorInput
resolution
Output
resolution
Quality"Quality" mode provides similar or better than native image quality with a projected significant performance gain.1.5x per dimension
(2.25x area scale)
(67% screen resolution)
1280 x 720
1706 x 960
2293 x 960
2560 x 1440
1920 x 1080
2560 x 1440
3440 x 1440
3840 x 2160
Balanced"Balanced" mode offers an ideal compromise between image quality and projected performance gains.1.7x per dimension
(2.89x area scale)
(59% screen resolution)
1129 x 635
1506 x 847
2024 x 847
2259 x 1270
1920 x 1080
2560 x 1440
3440 x 1440
3840 x 2160
Performance"Performance" mode provides image quality similar to native image quality with a projected major performance gain.2.0x per dimension
(4x area scale)
(50% screen resolution)
960 x 540
1280 x 720
1720 x 720
1920 x 1080
1920 x 1080
2560 x 1440
3440 x 1440
3840 x 2160
 

Jazzem

Member
Feb 2, 2018
2,684
https://community.amd.com/t5/gaming...ents/ba-p/517541/jump-to/first-unread-message

New info from GDC



FSR 2.0
Quality Mode
DescriptionScale factorInput
resolution
Output
resolution
Quality"Quality" mode provides similar or better than native image quality with a projected significant performance gain.1.5x per dimension
(2.25x area scale)
(67% screen resolution)
1280 x 720
1706 x 960
2293 x 960
2560 x 1440
1920 x 1080
2560 x 1440
3440 x 1440
3840 x 2160
Balanced"Balanced" mode offers an ideal compromise between image quality and projected performance gains.1.7x per dimension
(2.89x area scale)
(59% screen resolution)
1129 x 635
1506 x 847
2024 x 847
2259 x 1270
1920 x 1080
2560 x 1440
3440 x 1440
3840 x 2160
Performance"Performance" mode provides image quality similar to native image quality with a projected major performance gain.2.0x per dimension
(4x area scale)
(50% screen resolution)
960 x 540
1280 x 720
1720 x 720
1920 x 1080
1920 x 1080
2560 x 1440
3440 x 1440
3840 x 2160



Blimey, hefty claims on the Quality mode there! The portability of this tech coupled with the promising signs is super exciting across the board. I've got to imagine Nintendo will use it a lot, especially if the rumours of FSR being used in Nintendo Sports are true
 

zombiejames

Member
Oct 25, 2017
11,936

DieH@rd

Member
Oct 26, 2017
10,575
There's no "Ultra Quality" preset [1600p > 4K] that first FSR had.

That will enable great perf gains over native 4K rendering.
 

LCGeek

Member
Oct 28, 2017
5,857
https://community.amd.com/t5/gaming...ents/ba-p/517541/jump-to/first-unread-message

New info from GDC



FSR 2.0
Quality Mode
DescriptionScale factorInput
resolution
Output
resolution
Quality"Quality" mode provides similar or better than native image quality with a projected significant performance gain.1.5x per dimension
(2.25x area scale)
(67% screen resolution)
1280 x 720
1706 x 960
2293 x 960
2560 x 1440
1920 x 1080
2560 x 1440
3440 x 1440
3840 x 2160
Balanced"Balanced" mode offers an ideal compromise between image quality and projected performance gains.1.7x per dimension
(2.89x area scale)
(59% screen resolution)
1129 x 635
1506 x 847
2024 x 847
2259 x 1270
1920 x 1080
2560 x 1440
3440 x 1440
3840 x 2160
Performance"Performance" mode provides image quality similar to native image quality with a projected major performance gain.2.0x per dimension
(4x area scale)
(50% screen resolution)
960 x 540
1280 x 720
1720 x 720
1920 x 1080
1920 x 1080
2560 x 1440
3440 x 1440
3840 x 2160

Thx for info

interesting to see arbitrary resolutions at play and not just typical. This tech really flexes once the user is allowed to decide the input within reason of the OS or Vram constraints of the gpu/apu involved.
 

Geinrendour

Member
Jun 3, 2018
362
Damn, FSR 2.0 supports DRS as well. That's great. As far as I remember (it may have change), you can't use DRS with DLSS.
 

vixolus

Prophet of Truth
Member
Sep 22, 2020
54,644
No word of PS5 support, why?
PS5 games run FSR 1.0 (now RSR) there's no reason it can't do this, too. Forspoken is a PS5 title!

It's just announced that like FSR 1 that 2 is going to be included in the GDK for Xbox and made readily available as a tool in the toolkit for devs. PS devs can still refer to the OpenGPU code for FSR and add it that way
 

LightKiosk

One Winged Slayer
Member
Oct 27, 2017
11,479
No word of PS5 support, why?
Could be marketing, gives me vibes when people thought PS5 wouldn't get FSR 1.0 but then Arcadegeddon and Riftbreaker both dropped with FSR lol. Both consoles use capable AMD hardware, both consoles will get it.

Forspoken also being confirmed to be using FSR 2.0 all but confirms the PS5 version will use it as well. Still want to see FSR 2.0 in motion, but overall looks to be a solid jump over 1.0 and can be a big boost for console games.
 

Diablos

has a title.
Member
Oct 25, 2017
14,596
PS5 games run FSR 1.0 (now RSR) there's no reason it can't do this, too. Forspoken is a PS5 title!

It's just announced that like FSR 1 that 2 is going to be included in the GDK for Xbox and made readily available as a tool in the toolkit for devs. PS devs can still refer to the OpenGPU code for FSR and add it that way
Oh ok.

I'd love to see what this can do for Horizon: Forbidden West.
 

RedHeat

Member
Oct 25, 2017
12,691
PS5 games run FSR 1.0 (now RSR) there's no reason it can't do this, too. Forspoken is a PS5 title!

It's just announced that like FSR 1 that 2 is going to be included in the GDK for Xbox and made readily available as a tool in the toolkit for devs. PS devs can still refer to the OpenGPU code for FSR and add it that way
I doubt Sony's devs will use this in any compacity. They seem keen on using CBR or Insomniac's temporal injection method.
 

daninthemix

Member
Nov 2, 2017
5,024
Motion will be key. DLSS makes an embarrassment of all other AA solutions, which is why it is superior to native in some games. It is a shame some developers mess up the sharpening though, causing highlights and ringing.
 

Lashley

<<Tag Here>>
Member
Oct 25, 2017
60,048
Excited to use this myself on PC, but also excited to see it supported on the Xbox and PS5
 

JahIthBer

Member
Jan 27, 2018
10,383
Motion will be key. DLSS makes an embarrassment of all other AA solutions, which is why it is superior to native in some games. It is a shame some developers mess up the sharpening though, causing highlights and ringing.
DLSS is hands down the best TAA solution right now, a lot of games simply have shit TAA and DLSS just replacing it alone is a bonus.
 

Thera

Banned
Feb 28, 2019
12,876
France
Could be marketing, gives me vibes when people thought PS5 wouldn't get FSR 1.0 but then Arcadegeddon and Riftbreaker both dropped with FSR lol. Both consoles use capable AMD hardware, both consoles will get it.
Yeah it's the second time it happens (and some people still "think" PS5 is custom RDNA 1.0).
I doubt Sony's devs will use this in any compacity. They seem keen on using CBR or Insomniac's temporal injection method.
Most PlayStation games on PC are using both DLSS and FSR.
UC collection would have been really nice with FSR 2.0 for the 120 FPS mode.