I wonder if it older FSR games will automatically get the new FSR ( like is FSR a driver level? ) or it has to be patched by the devs ?
if its the later then no hope lol.
If it's compatible with RDNA2 and/or it's cross-vendor then it's coming to Steam Deck's GPU.Hope this also comes to steamdeck!
let’s all remeber DLSS 1.0 was absolute shit, and 2.0 was when it got amazing. here’s hoping AMD follows the same trend
The information in this post is based on official slides, hence we will only report on what is confirmed thus far. AMD is announcing its FSR 2.0 technology on March 17th. This announcement comes 6 days ahead of the official GDC 2022 showcase where next-generation upscaling technology will be discussed.
As it turns out, the tip we received a few days ago about new upscaling tech in Deathloop is actually FSR 2.0. This title specifically is mentioned in the official slides, with a few side-by-side comparisons that we cannot share yet.
Temporal data and anti-aliasing
The FSR 2.0 will offer better image quality in all presents and resolutions, but AMD does not confirm anything about performance benefits. This technology will be based on temporal data, and it will feature optimized anti-aliasing. In this regard, it will be a proper competitor for NVIDIA DLSS 2.0.
No ML cores required but no confirmation on supported GPUs
AMD confirms FSR 2.0 will not require dedicated Machine Learning hardware. However, AMD does not mention which GPUs will be supported. Instead, they confirm it will boost frame rate in supported games across ‘a wide range of products and platforms, both AMD and competitors’. The footnotes attached to this sentence do not confirm support for non-AMD hardware.
So what is confirmed: FSR 2.0 is using temporal data, has built-in antialiasing, and it will offer higher image quality than FSR.
What we can’t confirm yet: open-source code and support for non-AMD hardware. The slides are only a teaser of the GDC 2022 session, so the vast majority of news will be presented on March 23rd, it seems. With Intel XeSS going open-source, one could not imagine locking FSR 2.0 code though.
AMD Radeon Super Resolution on March 17th
Furthermore, AMD confirms it will finally launch RSR on March 17th, this is the official date for the new driver to launch. The RSR is basically FSR but working on a driver-level for all games. There are two things to consider though, it only works on Radeon RX 5000+ GPUs, and it will offer lower quality than FSR because the algorithm upscales the whole frame (including user interface and menus).
Nope.FSR 1.0 is limited when compared to DLSS 2.0, but it is much better than DLSS 1.0.
Nope.
FRS 1.0 is just a upscaling filter that add sharpening if you want… the end result is well a upscaled image.
DLSS 1.0 did way better than it… the end result is better than any upscaled image.
DLSS 1.0 tried to do more than a spatial upscaler. But it failed miserably.
It's image quality was terrible, to the point of being worse than a bilinear scaler.
Hardware Unboxed… expected.
You can see others analysts with DLSS giving better results… the issue was some artifacts here and there but the IQ was better than any upscaling tech.
Look for NioH or other game that uses DLSS on PC.
It was just an example... I did not check or anything.WFT. What part of DLSS 1.0 didn't you understand? I'll repeat: 1.0
Nioh 2 uses DLSS 2.0.
DLSS 1.0 was terrible. DLSS 2.0 is great.
WFT. What part of DLSS 1.0 didn't you understand? I'll repeat: 1.0
Nioh 2 uses DLSS 2.0.
DLSS 1.0 was terrible. DLSS 2.0 is great.
It was just an example... I did not check or anything.
Try Battlefield V, Monster Hunter, Metro Exudos, etc.
DLSS 1.0 was better than any upscaling.
Hardware Unboxed… expected.
NVIDIA claims to have had the idea long before AMD to sharpen freestyle for better quality and crisper post-production images. And indeed, it is a hard-to-deny argument, because this technique is almost identical and delivers very similar results, also without further impact on performance. However, it still needs to be refined a little in order to really compete with AMD's RIS. The latter is simply better at the moment.
So, FidelityFX VS DLSS. Is there a winner here? Yes, and no. Yes, because DLSS presented us with too many graphical issues for us to consider it worth using and no because FidelityFX and DLSS aren't directly comparable technologies. Radeon wins by default here, as we can see people using FidelityFX in F1 2019, unlike DLSS.
RSR is more like dldss, they are super sampling (scaling down from a higher resolution). dlss/fsr/nis go the other way.Was looking further into this from techtubers. Interesting enough that RSR is in this as well. Funny just thinking about it DLSS and AMD responds with FSR , Nvidia "responds" with NIS(existed prior), and now AMD responds to NIS with RSR. Curious to see how it goes. AMD did mention that it will be inferior to FSR.
Yeah that is the gist of what I am getting from the stuff I have been watching. This is actually great. Granted, I will be hesitant. Never cared to really use this kinda software even when I went 2080 back in 2018. I never once have went out of my way to turn on DLSS or FSR and kept it on. It was only to experience it but I would always see something that threw off the visual experience for me and my performance was always more than satisfactory without it.If FSR 2.0, is as good as Epic's TAAU in UE4 and UE5, then it's going to be pretty good.
Here is a comparison I made in Supraland. It uses UE4.26, so I enabled support for TAAU+TAA Gen5. I also updated DLSS to 2.3.7
I normalized screenpercentage to frame rate. This means DLSS Quality is running at 66%, as usual. But TAAU+TAA GEN5 is running at 70%.
So in these screenshots, with both solutions, the game was running at 132 fps.
Here is the comparison in Juxtapose
https://cdn.knightlab.com/libs/juxt...html?uid=59392fb2-a38b-11ec-b5bb-6595d9b17862
DLSS Quality
TAAU+TAA Gen5
If FSR 2.0, is as good as Epic's TAAU in UE4 and UE5, then it's going to be pretty good.
Here is a comparison I made in Supraland. It uses UE4.26, so I enabled support for TAAU+TAA Gen5. I also updated DLSS to 2.3.7
I normalized screenpercentage to frame rate. This means DLSS Quality is running at 66%, as usual. But TAAU+TAA GEN5 is running at 70%.
So in these screenshots, with both solutions, the game was running at 132 fps.
Here is the comparison in Juxtapose
https://cdn.knightlab.com/libs/juxt...html?uid=59392fb2-a38b-11ec-b5bb-6595d9b17862
DLSS Quality
TAAU+TAA Gen5
We gonna need something with more zoom than digital foundry to pick a winner from that comparison
TAAU+TAA is the better method at antialiasing here, for sure.Here is a comparison I made in Supraland. It uses UE4.26, so I enabled support for TAAU+TAA Gen5. I also updated DLSS to 2.3.7
Let's hope they figured out a way to minimize ghosting artifacts.
TAAU seems to resolve better object edges. But DLSS has better clarity in textures. It's all very minor differences though.
But I think DLSS scales better with higher percentage upscaling.
With 70% screen percentage, TAAU looks very good. Pretty much on par with DLSS.
But at 50% resolution scaling, DLSS is significantly better.
Both are temporal solutions and both suffer from ghosting, unfortunately.Which looks better in motion is also important. Doesn't Temporal Upscaling/Reconstruction become more apparent while moving.
Which looks better in motion is also important. Doesn't Temporal Upscaling/Reconstruction become more apparent while moving.
Which looks better in motion is also important. Doesn't Temporal Upscaling/Reconstruction become more apparent while moving.
Both DLSS and TAAU lose detail in movement. But from my experience, DLSS maintains detail a bit better.
That's why I don't use DLSS bellow the Quality mode. Even in this mode, I can see the loss in resolution. But if I use the Balanced or Performance mode, it becomes too much evident.
This is one of the reasons why I laugh every time someone says that DLSS is better than native. Yeah, but only standing still.
and it used to look like shit lolDLSS was running on shader cores in one implementation:
Tensor cores probably speeds this up but are not required. Nvidia loves doing shit like this.
So here is a quick test to show how each solution deals with reconstruction in movement.
Same settings as before, but moving forward and taking a screenshot.
I tried lining up as best as I could, but it's not perfect.
One thing I have to emphasize is how goof TAA Gen5 is. It makes TAA less blurrier and it also reduces TAA ghosting.
But it takes around 10% of performance, on my 2070S at 1440p.
DLSS
TAA Gen5 + TAAU
I see basically no difference on my phone screen at least (zooming in like crazy of course.
what resolution is this targeting?
edit: never mind I just saw that it's 1440p lol, totally skipped that
There is a difference. DLSS has better detail. TAAU also has a couple temporal artefacts.
Not true at alland it used to look like shit lol
Not true at all
I see basically no difference on my phone screen at least (zooming in like crazy of course.
what resolution is this targeting?
edit: never mind I just saw that it's 1440p lol, totally skipped that
edit2: zooming in even further, looks like DLSS is a tiny bit more aliased but also a tiny bit sharper... at least on some edges
There is a difference. DLSS has better detail. TAAU also has a couple temporal artefacts.
so I'm on my PC now, and oh boy yeah... DLSS looks way cleaner, but it also has some artifacting, which doesn't look as bad as TAAU tho