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Dying Light 2: DLSS vs. FSR Comparison

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Sep 9, 2021
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Dying Light 2 recently released on PC with support for NVIDIA's Deep Learning Super Sampling (DLSS) and AMD's FidelityFX Super Resolution (FSR). In this mini-review, we take a look at and compare the image quality and performance offered by these technologies in this game.

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We're not sure if this was intentional or just a mistake by the developers
 
You have a long history of overdramatizing Nvidia fan posts here, here you're furthering this. You're also offtopic.

By all amounts this is a poor implementation of FSR and AMD should address this with the devs.

I don't know who is off topic here, you coming here to attack me personally because I provided my own proof from Dying Light 2 DLSS vs FSR, which is the main topic of discussion here.

FSR sucks, deal with it :roll:.

Oh and me praising DLSS means that I'm an Nvidia fanboy? get a grip on reality please.
 
I don't know who is off topic here, you coming here to attack me personally because I provided my own proof from Dying Light 2 DLSS vs FSR, which is the main topic of discussion here.

FSR sucks, deal with it :roll:
It's not a personal attack, it's just very obvious that in every topic regarding Nvidia features vs other companies, you come in to give a toxic and exaggerated opinion that is not based on facts.
 
It's not a personal attack, it's just very obvious that in every topic regarding Nvidia features vs other companies, you come in to give a toxic and exaggerated opinion that is not based on facts.

Yeah sure I provided my own image comparison is more facts than what you provided, now please kindly leave this thread because you have nothing to add.
 
Yeah sure I provided my own image comparison is more facts than what you provided, now please kindly leave this thread because you have nothing to add.
Then there are countless FSR vs DLSS comparisons and opinions to the contrary. Like I said, not based on facts, just toxic fanboy comments.
 
Then there are countless FSR vs DLSS comparisons and opinions to the contrary. Like I said, not based on facts, just toxic fanboy comments.

Please play the game yourself and offer your own opinion before attacking other who gave their opinion based on real gameplay.

Oh and Digital Foundry didn't think too highly of FSR either, they must be Nvidia fanboys to you right?
 
Please play the game yourself and offer your own opinion before attacking other who gave their opinion based on real gameplay.
Did you play it? If so please provide a gameplay video.
Oh and Digital Foundry didn't think too highly of FSR either, they must be Nvidia fanboys to you right?
Interesting, so because you're a toxic Nvidia fanboy a serious company has to be like that as well? That's called projecting.
 
DLSS in this game looks amazing, FSR turns everything into a blurry mess.

For 1440p DSR quality mode rivals native mode which is just insane.

In AMD's reddit:
I don't get why we still have DLSS vs FSR comparisons instead of comparing FSR to NIS.

FSR is not a DLSS alternative and it will never be one. That'd fall upon XeSS.

Yeah, really, except AMD pits FSR against DLSS. This one's even better:
Absolutely it is intended....

The game is full on Nvidia biased.

They Didnt even bother with rasterized lighting, making the whole game look absolutely terrible. For anyone not having a RT enabled card, this game looks like a PS3 HD Remaster from back in 2015.

I mean we must move to full RTRT lighting (nothing prebaked) ASAP because games with it are just freaking amazing, yet when developers actually do that that's because they've colluded with NVIDIA. AMD users seem to really hate progress and future tech. Let's get back to 1999, shall we? It's gonna be fast!
 
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As usual FSR looks like complete poo poo. If it is me I would rather just play at lower resolution at that point instead of using FSR
 
Where's the Ultra Quality? FSR is so bad, but let's keep UQ off. The Way It's Meant to be Played:laugh:
 
Unfortunately, while implementing FSR for this game, the developers decided to exclude Ultra Quality mode for FSR, which is the most usable FSR quality mode across all resolutions. We're not sure if this was intentional or just a mistake by the developers.

I hope NV paid for it.
Would be way too stupid to do such thing for free.

Digital Foundry
Literally shat their pants applying way too noticeable criminal energy (messing up settings) to make FSR look worse.

Pretty much all major reviewers, TPU included, were in consensus of FSR Ultra Quality being hard to distinguish from native 4k. Hardly anyone expected FSR to be that good.
 
I hope NV paid for it.
Would be way too stupid to do such thing for free.


Literally shat their pants applying way too noticeable criminal energy (messing up settings) to make FSR look worse.

Pretty much all major reviewers, TPU included, were in consensus of FSR Ultra Quality being hard to distinguish from native 4k. Hardly anyone expected FSR to be that good.
This varies from game to game so there's no way you can make a generalized statement like this. I've seen FSR implementiations where they just dialed the sharpening filter to 11, which made them look terrible at every setting. Games with mediocre or bad TAA implementations also suffer with FSR as it amplifies the issues the TAA has.
 
This varies from game to game so there's no way you can make a generalized statement like this.
That equally applies to DLSS. "Shimmering? Oh, that's bad DLSS implementation".

There is no free cheese.
 
I feel Native has more noise and detail than than both DLSS/FSR , just look at NPC and building behind white bridge .both FSR/DLSS make everything more blur.
 
FSR is hot garbage in this title. I also did spot the lack of UQ setting, which is a strange thing to do.

DLSS has its own issues. Idle it looks very good, aside from the ghosting/trailing bug that seems to show up every other version of DLSS (wonder if I should try an older one :s), there is a little softness in motion that is a bother tho, but for me its either no RT, or RT with DLSS. You cant get a decent frame rate otherwise (at 4K).

But visually the game is all over the place, there are scenes that look gorgeous and scenes that look like they could be from 10 years ago. Take a look at this shot from a rooftop, 4K with DLDSR 2.25x, its jaw dropping for the wrong reasons https://steamuserimages-a.akamaihd....63/F58D27C9937041CFE4EB1E2794AA2CE9DDA8B2CA/? (side note, its possible to exceed 24GB VRAM and CTD) For context I am in the middle of playing RDR2, so going from a meticulously hand crafting world to this one is not doing it any favours perhaps.
 
Stop this attacking the person BS.
You can discuss opinions; but, leave off the personal insults/accusations.
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Looking at Native seemed decent in the screenshot posted.

Then, it was like looking at a professional blended oil painting when DLSS on quality level was compared to native, trees and vegetation in the image became kind of blurry and images in the far background lost the sharp edges on them. The image quality certainly suffers with DLSS, but it wasn't horrible.

Then I checked out FSR and I can't wrap my head around what the hell just happened. It looks like someone just smeared the trees and vegetation on the screen, it looked so bad.

FSR in the comparison images makes DLSS look very, very good when DLSS just looks okay when compared to Native.
 
DLSS is showing a very strong hand vs Native+TAA, which could probably use some work given it is working with so many more pixels to begin with, or is the AA part of DLSS just that good..

I do feel for non-RTX owners here not being able have a top notch AA solution for native, plus is this the first game to lack UQ mode for FSR? lame.
 
Idle it looks very good,
As if it was really temporal. Oh, wait, it is.
Works wonders when nothing is moving.

looks like someone just smeared the trees and vegetation on the screen,
That was the whole point of skipping "ultra".

DLSS way: go bananas on temporal (computation heavy).
FSR way: go subtle on computation, this allows using higher resolution base image, on top of FSR running even on puny iGPUs that are 12 years old.

Fair comparison would let FSR use higher base resolution (as it would result in an on par performance).

To make things harder to compare, DLSS being temporal would have an advantage on mostly static images, or be disadvantaged when things are moving quickly.
 
@maxus24 the patch notes for GOW v1.0.6 lists

  • Enabling FSR will now no longer result in blurry/blocky image quality
I wonder if this merits a retest or just a quick look to verify that claim?
 
Please play the game yourself and offer your own opinion before attacking other who gave their opinion based on real gameplay.

Oh and Digital Foundry didn't think too highly of FSR either, they must be Nvidia fanboys to you right?
FSR is very bad for fine detail. You need to look at the source code and understand people pointing this out are not being toxic. They appear correct. You see the code uses neighbour clamping that gets rid of the ringing but causes lost of detail compared to normal Lanczos. Also if you look in cyberpunk 2077 that details were two power lines cross one another FSR removes detail so that when one cable crosses the other. You can see that they dont cross anymore, one cable is normal and the other cable breaks before it crosses the other on both sides. There are other issues that are just Lanzcos related, these are covered in NVidia's video on DLSS/NIS and why it cant match DLSS image quality.
// FSR - [EASU] EDGE ADAPTIVE SPATIAL UPSAMPLING
// EASU provides a high quality spatial-only scaling at relatively low cost.
// Meaning EASU is appropiate for laptops and other low-end GPUs.
// Quality from 1x to 4x area scaling is good.

// The scalar uses a modified fast approximation to the standard lanczos(size=2) kernel.
// EASU runs in a single pass, so it applies a directionally and anisotropically adaptive radial lanczos.
// This is also kept as simple as possible to have minimum runtime.

// The lanzcos filter has negative lobes, so by itself it will introduce ringing.
// To remove all ringing, the algorithm uses the nearest 2x2 input texels as a neighborhood,
// and limits output to the minimum and maximum of that neighborhood.
FSR 1 can't match DLSS for image quality, like in this video because the higher resolution texture detail cannot be reconstructed. DLSS has this detail already because it starts with the full detail information for textures at the upscaled target resolution. So its render uses the same textures as used if the render was 4k. It uses the data for the textures the 4k native image would and the same LOD settings. The temporal part uses information over a number of frames to reconstruct the final frame at the target resolution. This has the detail information required but has one drawback. Temporal artifacts. DLSS AI network (likely the best method for removing temporal artifacts) just deals with the temporal artifacts and adds in some details which it works out based on its training. This is 100% the reason why DLSS 2 will always be superiour to FSR 1 or even DLSS 1's spatial upscaling algorithm. See again video

FSR 2 is stated by AMD to be better than FSR 1 for the very same reason DLSS 2 is also better than FSR 1. The temporal method is better in every reguard image quality wise. This is reguardles of whether the temporal artifacts are removed via software or AI methods. Its obvious.

A Survey of Temporal Antialiasing Techniques Lei Yang, Shiqiu Liu, Marco Salvi

Temporal upsampling essentially accumulates lower-resolution shading results, and produces higher resolution images that often contain more details than pure spatial upsampling results. page 7

Amortizing sampling and shading across multiple frames does sometimes lead to image quality defects. Many of these problems are either due to limited computation budget (e.g. imperfect resampling), or caused by the fundamental difficulty of lowering sampling rate on spatially complex, fast changing signals. page 9

8.3. Machine learning-based methods
Salvi [Sal17] enhances TAA image quality by using stochastic gradient descent (SGD) to learn optimal convolutional weights for computing the color extents used with neighborhood clamping and clipping methods (see Section 4.2). Image quality can be further improved by abandoning engineered history rectification methods in favor of directly learning the rectification task. For instance, variance
clipping can be replaced with a recurrent convolutional autoencoder which is jointly trained to hallucinate new samples and appropriately blend them with the history data [Sal17]. page 12
From NVidia's website it states that NVIDIA DLSS 2.x uses a convolutional autoencoder.
Because temporal artifacts have the same causes reguardless of the source, DLSS 2.x can be seen as a more generalized network that can be applied to multiple games.
 
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