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FSR 2.0 to be announced soon

01011001

Banned
so I made a few God of War comparisons (64k modem warning!)
I labeled the static images so you know which res all of them are, and the "in motion" ones where I tried to walk forward at the same spot over and over are the same settings in the same order as the static ones where I stand still

for the motion ones I went to that one lamp and walked forward while taking the shot, also there are falling leafs everywhere for additional motion assessment!

I locked all modes to 60fps as more frames technically could result in cleaner images since the AA/Upscaling method has more samples to work with and therefore an unfair advantage
take note how surprisingly good the 480p shots still look


this is max settings too btw
gownativetaa8okym.png


gowdlssqualitykpk8y.png


gowdlssbalanced1jj62.png


gowdlssperformance0fkai.png


gowdlssu-performancej8j57.png


gownativetaamotioneyjcr.png


NOTE HERE, look at Kratos' back and axe. in the Native + TAA 👆 you see weird artifacting in the pelt he wears and the axe is really aliased
and in the DLSS Quality version below 👇the pelt looks way nicer and the axe is properly edge-treated

gowdlssqualitymotiondkjm9.png


gowdlssbalancedmotion37kd6.png


gowdlssperformancemotxfjsc.png


gowdlssu-performancemrtjbt.png

all in all Native + TAA looks sharper but more aliased and has weird artifacting not found in the DLSS Quality mode. every DLSS mode below Quality still looks decent but should only really be used at higher resolutions like 4K
at 1440p I would advice anyone to use DLSS Quality, it looks better than Native + TAA for sure. the TAA has more artifacts and worse edge-treatment so DLSS Quality is an absolute no-brainer here

edit: zoom in on the pelt in the motion shot

comp1small0bk3w.png

comp1bighyjvo.png


the top one is native + TAA the bottom is DLSS Quality (960p native res)

you lose sharpness with DLSS Quality but you gain better edge treatment in motion for sure! you can see the TAA completely breaking apart in motion even on the axe and the arm/shoulder where you can see hard pixel edges not really anti aliased but having obvious staristepping
 
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winjer

Gold Member
so I made a few God of War comparisons (64k modem warning!)
I labeled the static images so you know which res all of them are, and the "in motion" ones where I tried to walk forward at the same spot over and over are the same settings in the same order as the static ones where I stand still

for the motion ones I went to that one lamp and walked forward while taking the shot, also there are falling leafs everywhere for additional motion assessment!

I locked all modes to 60fps as more frames technically could result in cleaner images since the AA/Upscaling method has more samples to work with and therefore an unfair advantage
take note how surprisingly good the 480p shots still look


this is max settings too btw
gownativetaa8okym.png


gowdlssqualitykpk8y.png


gowdlssbalanced1jj62.png


gowdlssperformance0fkai.png


gowdlssu-performancej8j57.png


gownativetaamotioneyjcr.png


NOTE HERE, look at Kratos' back and axe. in the Native + TAA 👆 you see weird artifacting in the pelt he wears and the axe is really aliased
and in the DLSS Quality version below 👇the pelt looks way nicer and the axe is properly edge-treated

gowdlssqualitymotiondkjm9.png


gowdlssbalancedmotion37kd6.png


gowdlssperformancemotxfjsc.png


gowdlssu-performancemrtjbt.png

all in all Native + TAA looks sharper but more aliased and has weird artifacting not found in the DLSS Quality mode. every DLSS mode below Quality still looks decent but should only really be used at higher resolutions like 4K
at 1440p I would advice anyone to use DLSS Quality, it looks better than Native + TAA for sure. the TAA has more artifacts and worse edge-treatment so DLSS Quality is an absolute no-brainer here

TAA is a hit or miss, depending on the game.
Some studios have managed to develop good TAA solutions, that have minimal ghosting and blurring.
Other not so much, and there are games where TAA leaves somewhat to be desired.
The advantage with DLSS is that it has it's own AA solution, and it's a good one. So it's consistent in all games.
 

01011001

Banned
TAA is a hit or miss, depending on the game.
Some studios have managed to develop good TAA solutions, that have minimal ghosting and blurring.
Other not so much, and there are games where TAA leaves somewhat to be desired.
The advantage with DLSS is that it has it's own AA solution, and it's a good one. So it's consistent in all games.

yeah. I added a zoomed in view on one of the motion shots that demonstrates how the DLSS Quality mode better treats edges and transparencies in motion compared to native + TAA
comp1bighyjvo.png


the top one is native + TAA the bottom is DLSS Quality (960p native res)

you lose sharpness with DLSS Quality but you gain better edge treatment in motion for sure! you can see the TAA completely breaking apart in motion even on the axe and the arm/shoulder where you can see hard pixel edges not really anti aliased but having obvious staristepping

you can see some minor artifacting with DLSS but in motion that is way less noticeable than the shimmering the TAA creates
 
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Bojji

Member
this is better than 1.0
marseille-mclassic-hdmi-q_giga-P1344328.jpg


so not really a big obstacle to overcome lol

Nvidia had DLSS (better than 1.0) running on shader cores, that's the whole point in what I mentioned. 1.9 version was better than most reconstruction techniques and it didn't need dedicated hardware to run.

^ this thing is just some upscaling dongle?
 

01011001

Banned
Nvidia had DLSS (better than 1.0) running on shader cores, that's the whole point in what I mentioned. 1.9 version was better than most reconstruction techniques and it didn't need dedicated hardware to run.

^ this thing is just some upscaling dongle?

it upscales and adds "CxAA" + a sharpening filter
 

winjer

Gold Member
Drivers with Radeon Super Resolution Support have been released

Radeon™ Software Adrenalin 22.3.1 Highlights
Support For

  • Radeon™ Super Resolution (RSR) Technology – RSRGD-197 is an in-driver spatial upscaling feature that is built on the same algorithm as AMD FidelityFX™ Super ResolutionGD-187 technology. It delivers near-native resolution and increased performance across thousands of games that run in exclusive full screen mode on AMD RDNA-based and newer discrete graphics.

  • AMD Link – Updated AMD Link Play feature now allows up to four users to connect to an AMD Radeon graphics-powered PC from an Android- or Windows-based PC, phone, tablet or TV to play local multiplayer games. AMD Link is also introducing customizable hotkeys, allowing gamers to use their devices to control their gaming experience. AMD Link is now accessible from the Microsoft store and can be downloaded as a standalone application on non-AMD based PCs, inviting an even wider range of users and hardware to join a personal gaming cloud.GD-159
  • Radeon Image Sharpening (RIS) – Bringing crispness and clarity to in-game visuals that have been softened by upscaling and post-process, the latest version of RIS can now be used to enhance visuals in video playback and other productivity applications with a single click.
  • Faster Downloads – Saves time and reduces the driver download size when updating AMD Software: Adrenalin Edition directly from the application, downloading and installing only the files that need updating on the PC.
  • Improved Toast Notifications – Provides users with a clearer snapshot on which key features are enabled or disabled whenever they launch a game.
Fixed Issues
  • Some users on Windows® 10 operating system may observe the absence of the windows transparency aero effect.
  • On some AMD Graphics Products such as Radeon™ RX 6800 XT Graphics, the Tuning page within AMD Software: Adrenalin Edition may display incorrect preset selections after installing the latest AMD Software: Adrenalin Edition driver.
  • While playing Forza Horizon 5™ on some AMD Graphics Products such as Radeon™ RX 6800 Graphics, longer than expected load times may be experienced when Ray Tracing is enabled and set at either Medium or High Ray Tracing Quality setting.
  • Visual artifacts may be observed while playing It Takes Two™ on some AMD Graphics Products such as Radeon™ RX 6900 XT Graphics.
  • Enabling Radeon™ Chill for SteamVR™ may lead to inconsistent performances being experienced.
  • After disabling the Hotkeys feature in AMD Software: Adrenalin Edition, some hotkeys still function for some users when they restart their system.
Known Issues
  • Using Radeon™ Super Resolution on 2560x1600 resolution displays may produce a system hang. A temporary workaround is to set the display Scaling Mode to Full Panel.
  • While playing Cyberpunk 2077™ on some AMD Graphics Products such as Radeon™ RX 570 Graphics, some users may observe an issue where indoor areas appear darker than expected.
  • Enhanced Sync may cause a black screen to occur when enabled on some games and system configurations. Any users who may be experiencing issues with Enhanced Sync enabled should disable it as a temporary workaround.
  • Radeon performance metrics and logging features may intermittently report extremely high and incorrect memory clock values.
Important Notes
  • The latest version of AMD Link for iOS and tvOS devices will be introduced at a later date.
  • AMD Software Capture and Stream features and Overlay support for Clone mode and Eyefinity display configurations will be introduced at a later date.
  • AMD is working with the game developers to resolve an issue where users experienced stuttering or lower than expected FPS values while playing God of War™ on some AMD Graphics Products such as Radeon™ RX 6900 XT Graphics.
 

Cryio

Member
DLSS 1.0 on the whole was horrendous, worse than resolution scaling and adding Sharpening externally.

However, a friend of mine is now playing Final Fantasy XV, which has DLSS 1.0 working only at 4K. His laptop is too slow to play the game at 4K or even with DLSS enabled, however FF15 TAA implementation is so had, DLSS 1.0 does look better than native 4K.

I think it's the only case where DLSS 1.0 is actually an improvement though.
 
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Topher

Gold Member
Interested to see how this looks on my 6800M. Running FSR on Cyberpunk 2077 isn't the best experience, but it certainly delivers the performance.
 

Mister Wolf

Member
FSR 2.0 in motion



Looks promising. I'll reserve judgement until someone such as yourself takes comparison screengrabs while a game is in motion. With this temporal stuff that's the only thing that matters as seen by the pics you have posted in this topic.
 
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winjer

Gold Member
Looks promising. I'll reserve judgement until someone such as yourself takes comparison screengrabs while a game is in motion. With this temporal stuff that's the only thing that matters as seen by the pics you have posted in this topic.

It does look good on this video. Although there are always those issues with youtube compression.
I didn't notice ghosting and image clarity in movement seems nice.
In the screenshot that AMD provided, it also looks good.

On the 23rd of this month, we'll have more info from the GDC presentation.
maybe they'll show mode screenshots. What games will be released with support, etc.

But for us mortals, we'll only get our hands on games with the tech in Q2. So there is still a few months to wait.
 
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ToTTenTranz

Banned
This is impressive, can't wait to see it in action. We need more of this on consoles as well, native 4K is pointless on a big screen.
Temporal upscaling has been present in consoles for many years, and in the latest example in COD Vanguard NXGamer NXGamer showed how good it can get already:



You can also see for yourself how good UE5's TSR is on the Matrix Revolutions free demo in either console. That one is running at native 1080p upscaled to 4K.


I think the biggest advantage with FSR 2.0 is that it's open source code and developers can adapt it to any game totally for free and it'll run on virtually any GPU.
And in the case of games with DLSS2 implemented that already have motion vectors in place, coding FSR 2.0 into them could be very easy and fast, effectively making it a "trojan horse" against proprietary solutions.
 

FingerBang

Member
Temporal upscaling has been present in consoles for many years, and in the latest example in COD Vanguard NXGamer NXGamer showed how good it can get already:



You can also see for yourself how good UE5's TSR is on the Matrix Revolutions free demo in either console. That one is running at native 1080p upscaled to 4K.


I think the biggest advantage with FSR 2.0 is that it's open source code and developers can adapt it to any game totally for free and it'll run on virtually any GPU.
And in the case of games with DLSS2 implemented that already have motion vectors in place, coding FSR 2.0 into them could be very easy and fast, effectively making it a "trojan horse" against proprietary solutions.

Yep, I'm well aware it's already widely used. I'm thinking for example of Insomniac and how great their temporal upscaling is.
But something like FSR2 (and DLSS fwiw) makes it much easier for developers to implement, so we could have more games having better performance and visuals.
 

Turk1993

GAFs #1 source for car graphic comparisons
Nice one AMD this time you guys actually delivered something competitive. Now fix your RT hardware and make that one also competitive just like the old times like in 2012, times when GTX 680 vs HD 7970 GHZ was a thing.
 
Looking forward to see a solution for consoles equivalent to DLSS, but until now I prefer native. Upscaling in Horizon 2, for example, is pure shit and makes performance mode to look worse than native 1080p.
I tried it out today in Horizon. It's MUCH sharper than 1080p dude. I don't know if Guerilla improved it or not because I've been playing at 30 fps but aside from the shimmery foliage this at least gives the impression of about 1440p. Btw, the shimmering didn't seem as bad as at release but I was playing at night so that was probably hiding a lot of it. I lean towards it being improved though.

1080p on the other hand gives an overall 'dull', blurrier impression to my eyes.
 

winjer

Gold Member
Full-res images:


It looks excellent. FSR 2.0 quality seems a bit better than performance, but even performance is still very close to native and far better than 1.0. This maybe too good to be true, but if it is, AMD has a good DLSS competitor now.

With these high resolution screenshots, we can clearly see that FSR 2.0 Quality is pretty much on par with native. It can resolve some details better, like wires. But there is something off with the shadows.
if these screenshots are anything to go by, FSR 2.0 is going to give a decent fight against DLSS 2.0
 

winjer

Gold Member
What I don't get is why FSR 2.0 Performance is softening and taking down shadow contrast.

That is also happening with FSR 1.0 on those screenshots.
And the lower the base resolution, the softer and less contrast those shadows have.

My guess is that it's a bug with the build of the game they are using.
Maybe they had to change something about the rendering pipeline, to implement FSR 2.0, and haven't managed to fix everything yet.

Curiously, this issue does not appear with earlier builds using FSR 1.0 and DLSS.
 

Tchu-Espresso

likes mayo on everthing and can't dance
Full-res images:


It looks excellent. FSR 2.0 quality seems a bit better than performance, but even performance is still very close to native and far better than 1.0. This maybe too good to be true, but if it is, AMD has a good DLSS competitor now.
Wow, even performance mode is better than 4k native in depicting fine lines in the distance.

Bring this to the consoles stat.
 
Wow, even performance mode is better than 4k native in depicting fine lines in the distance.

Bring this to the consoles stat.
They should cause there is no machine learning required!

For Xbox Series X|S if you stack FSR 2.0 with VRS I wonder what performance results you will get? Perhaps 200 FPS MEGATON!!! :messenger_face_screaming:
 

hlm666

Member
What I don't get is why FSR 2.0 Performance is softening and taking down shadow contrast.
Any idea if dlss needs the extra colour and depth data listed here? and if this is what would be the issue with shadows? I've only seen motion vectors ever mentioned so if it doesn't use that extra data this will require more work to implement than dlss. Although I could see nvidia using this data to improve dlss if it's going to start being used by other methods.

"FSR 2.0 temporal upscaling uses frame color, depth, and motion vectors in the rendering pipeline and leverages information from past frames to create very high-quality upscaled output and it also includes optimized high-quality anti-aliasing."

 
What the hell... RSR that should be the lowest quality version of this is actually impressing.


What happened?


Nice one AMD this time you guys actually delivered something competitive. Now fix your RT hardware and make that one also competitive just like the old times like in 2012, times when GTX 680 vs HD 7970 GHZ was a thing.

There's nothing to "fix", just improve.
Naturally.

They should cause there is no machine learning required!

For Xbox Series X|S if you stack FSR 2.0 with VRS I wonder what performance results you will get? Perhaps 200 FPS MEGATON!!! :messenger_face_screaming:

ALL consoles should receive these upscalling techniques.
Something like FSR 2.0 probably needs a bit of work by developers, but RSR could be forced by the OS like you can do on the PC via driver. Put RSR in it's maximum quality there for minimum IQ loss and free 20% boost in FPS on all released games. Wouldn't this be possible?
 

DeafTourette

Perpetually Offended
It's in the new (just released version) Life Is Strange game on Switch (when docked).

It looks very close to PC version.
 

Amiga

Member
This was posted a few days ago.


Today, we should have more information about FSR 2.0, with AMD's presentation at GTC.

FSR 2.0 gives that "better than native" impression that DLSS 2.0 has. with that neutralized Invidia only have the RT advantage for now. and it may come to an end with RDNA3.
 

Arioco

Member
What native resolution is FSR 2.0 reconstructing from in Performance and Quality modes? Do we already know or do we have to wait for that GDC presentation?

I'm very curious because the results look excellent so far, and in many cases better than native 4K indeed. I'm really impressed.
 

Rudius

Member
What native resolution is FSR 2.0 reconstructing from in Performance and Quality modes? Do we already know or do we have to wait for that GDC presentation?

I'm very curious because the results look excellent so far, and in many cases better than native 4K indeed. I'm really impressed.
They did not mention the native resolutions. The GDC presentation should be today, 10:30am Pacific Time, but I don't' know were to watch it.
 
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