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Yhea maybe the tone of the original post was too strong, but it wasn't my intention to belittle FSR as being bad in every scenario.Especially on AMD, Intel and GTX cards, the results must be phenomenal. Right?
Strange. Isn't this site that Nvidia fans call it "AMD biased"? Strange. Seen that video. No wonder a hardware implementation is better than a software one.
What you written before, isn't really the same with what you say here. You where making it look like FSR is junk and DLSS would have been a de facto good implementation. In any case implementing one tech and getting a bad result is on developers, not a fault of a technology that proven to be more than good enough in a number of games. Also FSR will never have parity with DLSS because it is software vs hardware. On the other hand, DLSS will never be able to cover all gamers because it is closed tech and runs on specific hardware. Having both is the best. Having only one, better that one be FSR and DLSS to come latter. Or XeSS if this can work in every hardware the same or better than FSR. I think there are cases where XeSS is better than FSR and cases where it just doesn't perform, meaning devs and Intel need to work more with it.
DLSS was made freely available right after AMD gave away FSR source code. While AMD reacts on new techs from Nvidia, Nvidia reacts on AMD's approach of giving away the equivalent techs for free. The same happened with GSync. GSync was closed and hardware only. FreeSync happened, VESA's Adaptive Sync followed, which was FreeSync anyway but without AMD's branding, Nvidia was forced to also adopt a GSync compatible version to not lose the market that they created.
I haven't talked about it much in the TPU community, but the rumors of Microsoft working on an upscaler that might be implemented in direct X is the best-case scenario. (At least for windows) Intel Xess is also compatible with every hardware... but you'll get better results on ARC since it's XMX accelerated. If every GPU is going to have AI component down the line, it's best to have a single solution that can take advantage of that for everyone. And it seems that silicon makers are not kind to enable hardware accelerated features on their concurrent, so it's a software guy who need to do it. Even if Nvidia opened up DLSS, they would probably do it the Intel way, and there would be complains that "all is not equal", " whenever a game would look perform better with the hardware implementation.
I still remember vividly what happened with GPU compute: Apple being a "good guy" making Open CL open source, Nvidia making the closed CUDA, ATI tried something with ATI stream, and Microsoft only did the "obscure" direct compute. 14 years later, Apple shunned the API that they created, and had to copy Nvidia to get back the offline 3D market that they lost after Nvidia was persona non grata on MacOS. Devs who ignored OpenCL moved over to Metal really fast. ATI stream died for open CL, and openCL failed to gain traction for 3D rendering. The same thing happened on windows with the exception that Microsoft never tried to compete with CUDA and avoid a situation where if you want to do offline 3D rendering, a RTX GPU is the only reasonable option. CUDA won because Nvidia made sure that the tech would be easy to implement, if you have an issue, Nvidia will help you fix it.
I don't want to see another case when an open standard ends up on the sideline because the creator "just hoped for the best" and didn't give enough support to the tech. The people who are making closed standards have a shark mentality where they will rub the interested parties the right way to make sure that you keep using their stuff. You need have the same attitude to compete. I have a personal history with AMD being too complacent for support in creative apps even when they had the compute advantage
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