Thursday, February 14th 2019

AMD Doesn't Believe in NVIDIA's DLSS, Stands for Open SMAA and TAA Solutions

A report via PCGamesN places AMD's stance on NVIDIA's DLSS as a rather decided one: the company stands for further development of SMAA (Enhanced Subpixel Morphological Antialiasing) and TAA (Temporal Antialising) solutions on current, open frameworks, which, according to AMD's director of marketing, Sasa Marinkovic, "(...) are going to be widely implemented in today's games, and that run exceptionally well on Radeon VII", instead of investing in yet another proprietary solution. While AMD pointed out that DLSS' market penetration was a low one, that's not the main issue of contention. In fact, AMD decides to go head-on against NVIDIA's own technical presentations, comparing DLSS' image quality and performance benefits against a native-resolution, TAA-enhanced image - they say that SMAA and TAA can work equally as well without "the image artefacts caused by the upscaling and harsh sharpening of DLSS."

Of course, AMD may only be speaking from the point of view of a competitor that has no competing solution. However, company representatives said that they could, in theory, develop something along the lines of DLSS via a GPGPU framework - a task for which AMD's architectures are usually extremely well-suited. But AMD seems to take the eyes of its DLSS-defusing moves, however, as AMD's Nish Neelalojanan, a Gaming division exec, talks about potential DLSS-like implementations across "Some of the other broader available frameworks, like WindowsML and DirectML", and that these are "something we [AMD] are actively looking at optimizing… At some of the previous shows we've shown some of the upscaling, some of the filters available with WindowsML, running really well with some of our Radeon cards." So whether it's an actual image-quality philosophy, or just a competing technology's TTM (time to market) one, only AMD knows.
Source: PCGamesN
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170 Comments on AMD Doesn't Believe in NVIDIA's DLSS, Stands for Open SMAA and TAA Solutions

#51
Argyr
I wish AMD has some fancy new tech that would make Nvidia say stuff like "we don't believe in AMD's..."

Thing is, AMD has zero innovation (besides "more Vram guys, let's add some more Vram") What a terrible competition AMD is. Come on Intel, show AMD how competing with Nvidia is done.
Posted on Reply
#52
Vya Domus
It always cracks me up how people have faith in a company that has failed miserably to enter the dedicated GPU businesses twice to deliver competing products.
Posted on Reply
#53
Argyr
Vya DomusIt always cracks me up how people have faith in a company that has failed miserably to enter the dedicated GPU businesses twice to deliver competing products.
It always cracks me up that you can't properly quote people you're responding to, as if, you're having a monologue to yourself.
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#54
moproblems99
Vya DomusIt always cracks me up how people have faith in a company that has failed miserably to enter the dedicated GPU businesses twice to deliver competing products.
Not to mention hire the person responsible for the GPUs they complain about so much...
Posted on Reply
#55
Kamgusta
It's not that DLSS is sharper. It's TAA that is mudgy.
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#56
ratirt
NxodusI wish AMD has some fancy new tech that would make Nvidia say stuff like "we don't believe in AMD's..."

Thing is, AMD has zero innovation (besides "more Vram guys, let's add some more Vram") What a terrible competition AMD is. Come on Intel, show AMD how competing with Nvidia is done.
at first I'd say that blurry picture is nothing innovative if you speak about DLSS. Besides too much sharpness or too much blurriness is not good either way. DLSS brings nothing new except the FPS is higher? (correct me if I'm wrong) If that's the case then it's because the image quality is down and that's how I see it from the TPU review of the DLSS.
To summarize. Nvidia didn't invent anything new with DLSS as you perceive it. Blurriness for me have been with us a long time. Calling something DLSS and telling people this is a new technology isn't ok. Maybe it brings something new to the table but, I hope, this is yet to be seen. NV's focus, as we all know, is on money so this DLSS is more of a marketing than actual innovation for me (innovation with poor image quality). Especially when they come up with some new tech ditching all other 1-2 years old innovation bringing something new to the table to charge more for it.
I stick with AMD and open techniques for improving image quality and implement new stuff. This is just another way for NV (that's just my opinion) to give "something new that only they have" (but in fact it's been in the market already developed) to charge more and convince customers and game developers that's they way to go and of course charge more.
Just like it is with G-Sync and just like it will be with G-sync compatible ( which in fact is free sync). that's just lame. :)
Posted on Reply
#57
cucker tarlson
ratirtI stick with AMD and open techniques for improving image quality and implement new stuff.
huh ? what did I miss ?
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#58
Argyr
ratirtat first I'd say that blurry picture is nothing innovative if you speak about DLSS. Besides too much sharpness or too much blurriness is not good either way. DLSS brings nothing new except the FPS is higher? (correct me if I'm wrong) If that's the case then it's because the image quality is down and that's how I see it from the TPU review of the DLSS.
To summarize. Nvidia didn't invent anything new with DLSS as you perceive it. Blurriness for me have been with us a long time. Calling something DLSS and telling people this is a new technology isn't ok. Maybe it brings something new to the table but, I hope, this is yet to be seen. NV, as we all know, focused on money so this DLSS is more of a marketing than actual innovation for me. Especially when they come up with some new tech ditching all other 1-2 years old innovation bringing something new to the table to charge more for it.
I stick with AMD and open techniques for improving image quality and implement new stuff. This is just another way for NV (that's just my opinion) to give "something new that only they have" (but in fact it's been in the market already developed) to charge more and convince customers and game developers that's they way to go and of course charge more.
Just like it is with G-Sync and just like it will be with G-sync compatible ( which in fact is free sync). that's just lame. :)
Who said innovation must always be good? There's bad innovation too. Focus here is on the fact that it's something new.
AMD is forced to market itself with open tech, it's actually a smart business move. Who knows how open AMD would be if it were in the nr.1 position. AMD is just picking up the crumbs that Nvidia left under the table. Which is sad, I really want AMD to be equal to Nvidia
Posted on Reply
#59
ratirt
cucker tarlsonhuh ?
cucker tarlsonhuh ? what did I miss ?
What got you tipped over there?
I'm referring to the SMAA and TAA since that what this thread is about.
NxodusWho said innovation must always be good? There's bad innovation too. Focus here is on the fact that it's something new.
AMD is forced to market itself with open tech, it's actually a smart business move. Who knows how open AMD would be if it were in the nr.1 position. AMD is just picking up the crumbs that Nvidia left under the table. Which is sad, I really want AMD to be equal to Nvidia
Really? So innovation in your dictionary is something new but not necessarily made for improving something but make it worse?
What crumbs? NV feed you with your "innovations" which give nothing but drops down on an image quality. We look for improvements not deterioration and still calling it innovation.
Posted on Reply
#60
cucker tarlson
ratirtWhat got you tipped over there?
I'm referring to the SMAA and TAA since that what this thread is about.
what new stuff is amd implementing ?
ratirtWhat got you tipped over there?
NV feed you with your "innovations" which give nothing but drops down on an image quality. We look for improvements not deterioration and still calling it innovation.
really ? you can't even think of one ?
Posted on Reply
#61
ratirt
cucker tarlsonwhat new stuff is amd implementing ?
Ask AMD not me.
Posted on Reply
#62
cucker tarlson
ratirtAsk AMD not me.
but you said you stick with amd for implementing new image quality improvements. therefore I'm asking you cause I can't think of any in the recent few years.
Posted on Reply
#63
Argyr
ratirtWhat got you tipped over there?
I'm referring to the SMAA and TAA since that what this thread is about.


Really? So innovation in your dictionary is something new but not necessarily made for improving something but make it worse?
What crumbs? NV feed you with your "innovations" which give nothing but drops down on an image quality. We look for improvements not deterioration and still calling it innovation.
Really.
Also, RT is the next step towards realism, I really like what I'm seeing. Innovation in the VGA sector has been pretty bland in the last couple of years, and behold the only meaningful innovation (RT) is delivered by Nvidia. Where is AMD? I want AMD to innovate and make Nvidia crawl back in shame. But it's not happening.
Posted on Reply
#65
Argyr
londisteAMD does create and provide some stuff, today mostly under their GPUOpen initiative:
gpuopen.com/games-cgi/#effects
All of them are AMD radeon exclusive. That's very open:)
Posted on Reply
#66
Vya Domus
NxodusIt always cracks me up that you can't properly quote people you're responding to, as if, you're having a monologue to yourself.
Feeling neglected ? I quote whoever I want whenever I want.
Posted on Reply
#67
londiste
NxodusAll of them are AMD radeon exclusive. That's very open:)
They are open. There are GitHub links to source.
Of course, they are optimized for GCN, but that is expected.
Posted on Reply
#68
Litzner
The biggest elephant for me in the DLSS room is input latency. I haven't seen any direct tests done for this (and I would love to) but I am assuming that this type of post-processing has to add some amount of input latency? Just reading in how it works I am guessing that this input latency hit may be substantial. I don't spend so much time and money on getting my setup to have as little input latency as possible just to add a bunch with post-processing.
Posted on Reply
#69
londiste
LitznerThe biggest elephant for me in the DLSS room is input latency. I haven't seen any direct tests done for this (and I would love to) but I am assuming that this type of post-processing has to add some amount of input latency? Just reading in how it works I am guessing that this input latency hit may be substantial. I don't spend so much time and money on getting my setup to have as little input latency as possible just to add a bunch with post-processing.
Why do you think it increases input latency more than any other part of rendering a frame? Basically, the effect to latency should be only in terms of slightly longer frame render time.
I am not saying it does not increase input latency but is there a reason to think it does?
Posted on Reply
#71
londiste
Off the top of my head? TressFX was in Tomb Raider 2013 :D

Edit: with a bit of searching, TressFX is also in Rise of the Tomb Raider (version modified by Square Enix), Deus Ex: Mankind Divided (TressFX 3.0).
These are not branded and marketed like Nvidia's GameWorks. Being open, pretty much anyone is free to modify and include them in their software. Bigger engines probably have most of this stuff included.
Posted on Reply
#72
Litzner
londisteWhy do you think it increases input latency more than any other part of rendering a frame? Basically, the effect to latency should be only in terms of slightly longer frame render time.
I am not saying it does not increase input latency but is there a reason to think it does?
"DLSS leverages a deep neural network to extract multidimensional features of the rendered scene and intelligently combine details from multiple frames to construct a high-quality final image."

If they are comparing multiple frames and combining them to construct the image you see, then you will always behind as many frames as they compared.
Posted on Reply
#73
R0H1T
NxodusIt always cracks me up that you can't properly quote people you're responding to, as if, you're having a monologue to yourself.
There's an entire industry making billions off monologue, more than Nvidia or possibly even Intel. Who says monologues are bad :laugh:
cucker tarlsonI can't think of any in the recent few years.
TressFX, if that counts?
Posted on Reply
#74
cucker tarlson
londisteOff the top of my head? TressFX was in Tomb Raider 2013 :D

Edit: with a bit of searching, TressFX is also in Rise of the Tomb Raider (version modified by Square Enix), Deus Ex: Mankind Divided (TressFX 3.0).
These are not branded and marketed like Nvidia's GameWorks. Being open, pretty much anyone is free to modify and include them in their software. Bigger engines probably have most of this stuff included.
yeah I knew these two. that's a pretty sad list tho. I saw amd hair in rotr and deus ex,looked good though a bit too shiny and fake to me.
R0H1TThere's an entire industry making billions off monologue, more than Nvidia or possibly even Intel. Who says monologues are bad :laugh:
TressFX, if that counts?
that's it ?
Posted on Reply
#75
londiste
Litzner"DLSS leverages a deep neural network to extract multidimensional features of the rendered scene and intelligently combine details from multiple frames to construct a high-quality final image."
If they are comparing multiple frames and combining them to construct the image you see, then you will always behind as many frames as they compared.
Depends. It is unclear if there is any machine learning-ish taking place during rendering. Most of that work is supposed to happen in Nvidia's render farm and data from that delivered either via game or driver updates. I have seen a few suspicions - but no details or analysis - that something might take place locally but that does not necessarily mean delayed frames but more likely comparisons with previous (few) frames.
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