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AMD FSR FidelityFX Super Resolution Quality & Performance

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Absolutely brilliant job - makes it so easy to compare things! A future enhancement could be to be able to highlight specific areas you mentioned where differences are most apparent, but even as is it's great (works perfectly on my android tablet).

I'm most impressed with the fact that the best quality mode looks better than native thanks to the sharpening pass. Hoping this sharpening pass gets implemented more generally even when native rendering is used.
Radeons have had RIS (Radeon Image Sharpening) for a while. It's a smart algorithm that sharpens image with reduced typical oversharpened look. It was made to have a competitor to DLSS and it does what it says, but it doesn't upscale.

and DLSS is not? Regardless of your schilling here, FSR is still in the early stages, DLSS has had time to mature. Sure FSR is behind DLSS, but give it time.
Personally, FSR looks better than DLSS 2.0. Even RIS looked better than DLSS 1.0.
 
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What would be very cool is if someone were to use this tech, convert it into a DirectShow filter that you can plug into say, VLC, and then play older 480i DVDs and have them upscaled in real time. Somehow I doubt that it could be done though.
 

wolf

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I am suitably impressed for a '1.0' attempt, however the usefulness seems far more limited (ultra quality or quality at 4k, ultra quality at 1440p, 1080p is a gamble to even use ultra quality), where the cards and resolutions that want or need to gain the most, stand to benefit somewhat less. DLSS does do an undeniably better job at making significantly lower input resolution less blurry. Neither is without their drawbacks.

Make no mistake though, in every mode, you are making your presentation softer, It's admirably better than fxcas + downscale, or equivalents, but even 4k native VS 4k ultra quality, which represents a best case scenario, FSR is not as sharp, for those that demand only the cleanest, sharpest image anyway. It also appears to worsen shimmer when it's present in the native image, one of my most disliked atifacts personally.

Now that it's out, AMD'S game is the same as Nvidia's is, refinement, and above all adoption.

For this generation at least, perhaps another or more, Nvidia RTX users seem to be the biggest winners when it comes to choice, DLSS support in supported titles, FSR in others and hopefully some crossover.

Quote from Alex from DF, Interesting take.

Alex here from Digital Foundry -

reading other reviews I think there is a general misapprehension happening about AMD's FSR in the tech press, so my review reads or watches rather differently. **FSR is an image upscaling technique**, like a bilinear or bicubic upscale you can do in photoshop. AMD's own tech briefing and information describes FSR as an uspcaling technique to be compared with simple image space upscalers like Bilinear or Lanczos or Bicubic. It is better than those simple upscalers for the purpose of a video game image.

**AMD's FSR is not an image reconstruction technique** like checkerboard rendering, DLSS 1.0, DLSS 2.0, Temporal Anti-Aliasing Upscaling, or a variety of techniques which look to reconstruct the image's higher level detail beyond the spatial realm while Anti-Aliasing that new image information.

**FSR is similarly not Antialiasing** - FSR comes after a game has already been anti-aliased and inherits the qualities, faults, and benefits of the anti-aliasing technique of the game in question.

The questions of FSR's usefulness is important within the context of what a game offers in its settings menu. If for some reason a game literally only offers basic image upscaling with a slider that uses bilinear filtering, or none of that and just has resolution options, then FSR will produce a more pleasing image than those options. **But it is not and should not be thought of as an alternative to real image reconstruction techniques.**

I say this for the academic purpose of properly classifying things, but also because practically, All people who game on PC should hope that devs implement something like Temporal Anti-Aliasing Upscaling in their game and not only offer something like FSR. TAA U is doing something completely different that has transformative image quality effects and should be desired.

 
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If only Digital Foundry were as excited about TAAU in their DLSS reviews.:laugh:
 
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What would be very cool is if someone were to use this tech, convert it into a DirectShow filter that you can plug into say, VLC, and then play older 480i DVDs and have them upscaled in real time. Somehow I doubt that it could be done though.
Isn't that exactly what MadVR does?
 
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I like AMD early results with FSR personally and think it'll be refined in time by both AMD and how developers use and integrate it. I'm sure I could improve on my Reshade CAS shader injection method. What the screen shot doesn't show you is how it looks during animation. When i turn on or off the event how it looks in realtime with the game engines lighting and shading is nothing short of impressive. The added immersion is nothing short of a miracle really. I know it's not ray traced, but it really raises up rasterization lighting and shading quite a lot and absolutely brings out texture detail.
 

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If only Digital Foundry were as excited about TAAU in their DLSS reviews.:laugh:
Well DLSS has a temporal component, so it's sort of part TAAU anyway, and as has been shown can resolve more detail than an engines inbuilt TAAU solution.

In any case the landscape changes, AMD is later to the party and gets compared to what is available today.
 
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Well DLSS has a temporal component, so it's sort of part TAAU anyway, and as has been shown can resolve more detail than an engines inbuilt TAAU solution.

In any case the landscape changes, AMD is later to the party and gets compared to what is available today.
The question is why TAAU is not been brought up by them until now and why its not been widely used, so everyone can benefit?
edit: nvm i'm answering my own question. So they can sell you the latest overpriced gpu.
 

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The question is why TAAU is not been brought up by them until now and why its not been widely used, so everyone can benefit?
I suppose it's just a per game / engine thing where each game may or may not include it.

I guess the difference here is both AMD and NVIDIA have made relatively 'big deals' about their image Upscaling / super resolution solutions that can be across many games, so that's the spotlight and they get compared with what's at hand. Even pre FSR DF compared dlss 2.0 VS TAAU in metro Exodus EE, as the game included it, it was a relevant comparison at the time.
 
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Can you test Terraria?? :)

Edit - hmmmm so if it works with an RX580, that means it should work with an RX480? So perhaps my card just got a 2nd wind?
 
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edit: nvm i'm answering my own question. So they can sell you the latest overpriced gpu.
So did you actually want the real answer to a question you asked, or a chance to flex some bias?
 
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Wow, so imagine the gains when RDNA3 is released as it gets hardware accelerated FSR. There will be no reason not to move to 4K high refresh even if you have only gpu that does 1440p but not at ultra.
 

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Wow, so imagine the gains when RDNA3 is released as it gets hardware accelerated FSR. There will be no reason not to move to 4K high refresh even if you have only gpu that does 1440p but not at ultra.

the future does look great indeed. in fact, I wonder if there will be a time in about 5 years we no longer need new gpu's period, the last generation ever made... AI is improving all the time, maybe DLSS 3.0 will be a thing and open source.

I can dream... haha (would be great for the environment, no more e-waste) though to be fair we make up a very very tiny percentage of that, since even are older older gear is still valuable so to speak. its really only office companies that are biggest issue for e-waste, from my observations anyway
 
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Wow, so imagine the gains when RDNA3 is released as it gets hardware accelerated FSR. There will be no reason not to move to 4K high refresh even if you have only gpu that does 1440p but not at ultra.
While I do think that FSR is cool - at least for what it does for us right now, I really don't think RDNA3 will be hardware accelerating FSR - at least not FSR as we know it today. I wouldn't be surprised if RDNA3 supports a more ML approach for much improved image quality.
 
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While I do think that FSR is cool - at least for what it does for us right now, I really don't think RDNA3 will be hardware accelerating FSR - at least not FSR as we know it today. I wouldn't be surprised if RDNA3 supports a more ML approach for much improved image quality.

ML is only going to help when scaling from input resolutions of 1200p and below as demonstrated in the quality assessments as it allows them to restore details that aren't available at lower resolutions. That said there's no saying that AMD can't do that without using ML. It might be possible, for example, if FSR 2.0 is able to utilize multiple frames of information. Not sure how feasible that is with AMD's current approach of requiring minimal dev effort. We'll have to wait and see.

the future does look great indeed. in fact, I wonder if there will be a time in about 5 years we no longer need new gpu's period, the last generation ever made... AI is improving all the time, maybe DLSS 3.0 will be a thing and open source.

I can dream... haha (would be great for the environment, no more e-waste) though to be fair we make up a very very tiny percentage of that, since even are older older gear is still valuable so to speak. its really only office companies that are biggest issue for e-waste, from my observations anyway

AMD and Nvidia would never allow that.
 

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AMD and Nvidia would never allow that.

that world already exists for people who only like indie games. all depends who the customer is, but I get your point.
 
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While I do think that FSR is cool - at least for what it does for us right now, I really don't think RDNA3 will be hardware accelerating FSR - at least not FSR as we know it today. I wouldn't be surprised if RDNA3 supports a more ML approach for much improved image quality.
I agree, in it's current form, i am not sure what really there is to accelerate.

I suspect future release of FSR will have algorithm that will use more data like previous frame and movement vector or even something else like machine learning.

that world already exists for people who only like indie games. all depends who the customer is, but I get your point.

There are already more and more game like that. The thing is I suspect that in the near future, some APU will have enough power for light 1080p gaming and both AMD and Nvidia would provide some APU to fill that market. It's a huge market. Not everyone live in the first world country.

But AAA game will stay for sure. Too much enthusiast gaming community ready to buy high end GPU.
 

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Looks good, for a 1.0 launch this seems like it's got some really good things ahead of it

I am stoked i can choose between FSR and DLSS and my 3090 will live forever
 
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Gonna throw a curve ball here - the problem with still pictures is that they cannot convey movement and animation fluidity \ artifacting or anomaly during movement in object foliage shadow or whatnot

for the review part, yeah, good suggestion.
on FSR for that matter, due to the nature of spatial and no temporal method/algorithm used, i believe it shouldn't have a problem on moving objects, unless the game itself introduce ghosting in the pipeline with temporal based anti aliasing before the FSR
 
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for the review part, yeah, good suggestion.
on FSR for that matter, due to the nature of spatial and no temporal method/algorithm used, i believe it shouldn't have a problem on moving objects, unless the game itself introduce ghosting in the pipeline with temporal based anti aliasing before the FSR

Hardware Unboxed did movement tests and found no ghosting with FSR as they expected. They provide an example of Ghosting when using DLSS 2.0 for reference.
 
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