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Cyberpunk 2077: XeSS 1.1 vs. FSR 2.1 vs. DLSS 3 Comparison

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Cyberpunk 2077 recently received its famous RT Overdrive patch with official support for Intel's Xe Super Sampling 1.1 (XeSS 1.1), NVIDIA's Deep Learning Anti-Aliasing (DLAA), and they've updated the quality of existing implementations for DLSS Super Resolution and DLSS Frame Generation. In this mini-review we take a look, comparing the image quality and performance gains offered by these technologies.

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This review is outdated. FSR 2.1 was released back on Sep 14, 2022. Why is tpu not using February 21 2023? Old data is bad data simply put.
 
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This review is outdated. FSR 2.1 was released back on Sep 14, 2022. Why is tpu not using February 21 2023? Old data is bad data simply put.
Because that is the option in Cyberpunk?

Does it fix the insane shimmering as seen in the video here? Because that is so terrible I don't think you even turn FSR on. They have to fix that.
 
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Because that is the option in Cyberpunk?

Does it fix the insane shimmering as seen in the video here? Because that is so terrible I don't think you even turn FSR on. They have to fix that.

Does it fix it with FSR 2.2? I don't know I do not see FSR 2.2 results. Do you?

No answer why FSR 2.2 was not run? Did TPU reach out to Project Red to ask why no FSR 2.2 support?

And why compare FSR 2.x vs. DLSS 3.x, two different techniques. Apples vs. oranges...
 
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Didn't watch the video, but accept the shimmering as a real thing. Outside of the video, and focusing on the static image quality between 4K an 1080p, IMO the FSR image quality is pretty good actually, with several areas - like the texture of the palm tree trunk being "nicer", and some distance detail seeming more pronounced, which I think I prefer - but not that you'd ever notice if you were playing the game.

Zooming around those images, I think the FSR images are doing a nice job. I thought, from the reviews, that they'd be garbage.

I still won't turn upscaling on in games - mostly because I don't need it, but if I did, (outside of shimmering) from the static images, I'd be happy with either.
 

Space Lynx

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@maxus24 people are wondering why FSR 2.2 was not used for this game. I am not sure, is it available for CP 2077?
 
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i dont think fsr 2.2 is available natively, 2.2 is only through mods
 
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Several games that look much better than Cyberpunk have launched, this is not the standard anymore for benchmarking GPU's, it's just another game that Nvidia insists reviewers include in tests.
 
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However, in Cyberpunk 2077, the DLSS, FSR 2.1 and XeSS 1.1 upscalers are practically identical in terms of performance gain over native TAA across all resolutions.
This is true but only with ray tracing enabled. Without RT Intel's upscaling is significantly slower on non-Arc GPUs than FSR and DLSS.
 
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I keep reading about shimmering, but I played CP77 when fsr 2 was first added on a 5700XT and didn't have any shimmering. Was that a nice "feature" added in an update?
edit: watched video...that looks like a bug. It doesn't seem to happen when moving and it's highly focused on just that shrub/tree. That absolutely didn't happen when I played.

I find it funny that "muh DLSS is so good" as you hear by NV fans, but that texture quality is HORRIFIC compared to FSR in 1440/4k. Look at the tree and flat grass LOL.
vaSSeline strikes, again

I use XeSS in Hitman as the AA is really good in it. But there's no performance benefit.
 
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Does it fix it with FSR 2.2? I don't know I do not see FSR 2.2 results. Do you?

No answer why FSR 2.2 was not run? Did TPU reach out to Project Red to ask why no FSR 2.2 support?

And why compare FSR 2.x vs. DLSS 3.x, two different techniques. Apples vs. oranges...

what a weird comment man, its up to the game developer to implement what they implement, why would TPU care to ask why some stuff is or isnt done?
TPU simply compares what is in the game right now....as that is the only thing that matters....

If you care so much about why FSR2.2 isnt in the game, you go ahead and contact them.

"And why compare" dude..... idk if you know but they are all upscaling tech, their PURPOSE is the same, what the tech behind it is doesnt matter, what matters is the result...so you can compare them just fine.
Heck with your attitude we would not be able to compare just about anything, Intel vs AMD cpu's? Nvidia vs AMD gpu's? Ford F150 vs Rivian R1T? all different technologies so...yeah...

I mean maxus is using highest version of dlss available always by manually updating even though normal users don't do that. If higher fsr version is available through mod, it should be done for the sake of consistency.

Who is maxus? and what does it matter if TPU doesnt do that?
Hell the latest version of DLSS isnt even always the best version, the newer version of DLSS in Quake RTX produces poor results, which can be fixed by changing it out for an older version.

TPU just checks what is in the game and how they compare, comparing modded content obviously is something that COULD be done but not something TPU is doing and that is fine.

Several games that look much better than Cyberpunk have launched, this is not the standard anymore for benchmarking GPU's, it's just another game that Nvidia insists reviewers include in tests.

Well "look much better" is subjective, personally I never found the Cyberpunk that was actually released to look impressive, but the reason its still used is because it does simply have the most advanced RT implementation, that is the only thing to keep it relevant, its a tech demo.
 
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forgotten05

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Maxus is the reviewer lol... If you take a look at previous fsr dlss etc comparisons, in some of them, you'll see if newer version of Dlss improves results, newer version(non default) is being used by manually replacing the Dlss file. So what you said is, tpu is just using what is in the game is incorrect. That'd why I said that about fsr 2.2 thingy.
 
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Maxus is the reviewer lol... If you take a look at previous fsr dlss etc comparisons, in some of them, you'll see if newer version of Dlss improves results, newer version(non default) is being used by manually replacing the Dlss file. So what you said is, tpu is just using what is in the game is incorrect. That'd why I said that about fsr 2.2 thingy.

I mean if I read the top of the article it doesnt say anything about using custom modded in versions of DLSS, it says the game itself was updated supporting the latest version, it is basically an Nvidia tech demo at this point so that makes sense that they actively update and implement Nvidia's tech.

But yeah, it is just in the game and that is what TPU tests.

"Cyberpunk 2077 was recently updated to finally receive the long-awaited RT Overdrive patch, which adds long awaited support for path tracing. Along with the RT Overdrive patch, the developers also added official support for Intel's Xe Super Sampling 1.1 (XeSS 1.1), NVIDIA's Deep Learning Anti-Aliasing (DLAA) and updated the implementations of NVIDIA's DLSS Super Resolution and DLSS Frame Generation, bringing them both to the latest version (version 3.1.1), improving quality in the process"
 

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I don't know if i said dlss is modified in this comparison and I'm sure it was clear that I was talking about previous comparisons. Like this: https://www.techpowerup.com/review/hogwarts-legacy-fsr-2-1-vs-xess-vs-dlss-3-comparison/
As you can see, it says in the review dlss is manually updated which normal users don't. Do you understand what I'm talking about now? If fsr also upgradable, it should be done since dlss gets this treatment.
 
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Two things, just to clear confusion...

1) FSR 2.1 is the version of FSR that Cyberpunk 2077 has built in. You cannot update, or mod it, natively to a newer version of FSR 2.x yet. Although, that would be cool if possible.
2) There is a mod to use FSR 2.2 in Cyberpunk 2077 though. It is currently called "DLSS2FSR" by "Potato of Doom". That mod doesn't update the FSR 2.x version though. It translate DLSS 2(or DLSS SR as it is now called) to FSR 2.x. The mod is also no longer recommended for Cyberpunk, because generally speaking... it doesn't look as good at the native 2.1 implementation.

DLSS2FSR is now generally used for other games. It actually looks pretty great for instance in Control when used in combo with the "HDR+Ultrawide+DLSS+RT Patch" by "filoppi" over on the PCGamingWiki.
 
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The article's text simply doesn't match the picture results? Did the author switch the pictures by accident?

There's a lot more detail on the FSR2 results than there is on the DLSS2 or XeSS ones. Why isn't this being mentioned in the article?


Captura de ecrã 2023-05-26 115617.png

Captura de ecrã 2023-05-26 115634.png


Captura de ecrã 2023-05-26 115705.png


Captura de ecrã 2023-05-26 115728.png








Also, the author keeps talking about these huge shimmering problems with FSR2... I played the game start to finish using FSR2 and I don't remember seeing anything on the scale that is presented in the videos. Perhaps there's some unusual setting or bug in their drivers.
 
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Yeah, I don't see much issue with FSR as people keep mentioning but XeSS does look more impressive, as it doesn't have the same shimmer issues.

From the video, the shimmer seems to occur when there is a street lamp and a tree behind, with the rest of the tree not shimmering at all. DLSS also shows a little shimmer when the car is moving, specifically on the street lamps.

What I find impressive is that despite some lack of detail on glass windows, the trees are much more detailed in FSR Balanced. vs DLSS Balanced. XeSS even more impressive because of similar performance and seemingly no downsides.
 
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There's a lot more detail on the FSR2 results than there is on the DLSS2 or XeSS ones. Why isn't this being mentioned in the article?
More detail? That's debatable. More aggressive sharpening? For sure.
 
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I don't think any amount of DLSS/FSR/XeSS can fix the game. Just going based on the image used to compare, they all look awful, even the native image. Jagged lines everywhere! So maybe the still image used wasn't a good one or that's just how the game always looks, but color me unimpressed.

Perhaps if you're actively playing the game and immersed in the gameplay you might not notice all the jaggies, but watching the video clip of driving didn't really help at all. Maybe it's a me issue? The game has been hyped up and always used for comparisons with RT, DLSS and so on combined with the fact I've never played the game and only have reviews/video clips to base my impressions from and to me the game looks bleh. I'm not understanding what all the hype is, I guess.
 

wolf

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I find it funny that "muh DLSS is so good" as you hear by nvidiots, but that texture quality is HORRIFIC compared to FSR in 1440/4k. Look at the tree and flat grass LOL.
vaSSeline strikes, again
I find it even funnier when folks trash talk it from the perspective of *checks notes* never actually playing with it enabled to see for themselves. The volunteer marketing department drinks a special flavour of coolaid.

It would be nice for CDPR to update to FSR 2.2, but hey in this case y'all could and pretty much should just use XeSS. Who'd have though Intel would be the hero we wanted in this space, since they're pragmatic enough to not have main character syndrome in the GPU space when lacking the market share, value or feature polish to warrant it.
 
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The article's text simply doesn't match the picture results? Did the author switch the pictures by accident?

There's a lot more detail on the FSR2 results than there is on the DLSS2 or XeSS ones. Why isn't this being mentioned in the article?
I think you are confusing sharpening artifacts for detail. When I look at the badge on the hood of the car the FSR2 text is more sharp, but it also over sharpens around it creating this mass of spots that should not be there.

Sharpening like this is a mixed bag.

1685114774414.png
 
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I think you are confusing sharpening artifacts for detail. When I look at the badge on the hood of the car the FSR2 text is more sharp, but it also over sharpens around it creating this mass of spots that should not be there.

Sharpening like this is a mixed bag.

View attachment 297675

Yup. Although it is worth noting that DLSS is known to be a little blurry and it can/does effect fine texture detail. And FSR 2.x and XeSS also can introduce abit as well. So when your actually using any of these tech's, you generally want just a touch of sharpening to help compensate abit.
 
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Yup. Although it is worth noting that DLSS is known to be a little blurry and it can/does effect fine texture detail. And FSR 2.x and XeSS also can introduce abit as well. So when your actually using any of these tech's, you generally want just a touch of sharpening to help compensate abit.
Yes and luckily we are seeing sharpening sliders in more and more games so you can easily tune it in.
 
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I find it even funnier when AMDrones trash talk it from the perspective of *checks notes* never actually playing with it enabled to see for themselves. The volunteer marketing department drinks a special flavour of coolaid.

It would be nice for CDPR to update to FSR 2.2, but hey in this case y'all could and pretty much should just use XeSS. Who'd have though Intel would be the hero we wanted in this space, since they're pragmatic enough to not have main character syndrome in the GPU space when lacking the market share, value or feature polish to warrant it.

And how would I play with dlss? I'm not stupid enough to screwed by nvidia. And I wouldn't play with it if the game results in vaseline image.
It works well on certain big titles where nvidia put a lot of money in it to make it look good for reviews. The rest are half assed (maybe an engine or graphics style issue, idk, but it doesn't matter).
So much for all the AI mumbo jumbo.

Yeah, I'm not paying DOUBLE for the same performance card to have dlss. Leather jackets are dumb (now rush in to defend your savior, Chief Executive Milker).
 
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