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AMD FSR FidelityFX Super Resolution Quality & Performance

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I know it's there, I am asking how would one know looking at an image if there is actu
FSR is incapable of adding detail. If it looks like there is more than in native then it's because of sharpening.
 
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did you watch the video ?
Maybe it's me but I cant find any direct comparison
That's as direct as it gets now. FSR isn't yet supported in many titles and you can't directly compare them. But really, why does it matter if titles are different? Just look at how upscaling looks like and compare them. IMO FSR ones look better, because part of FSR was their previous "sort of the same" RIS, which was pretty good at highlighting existing details in games, but it didn't add higher resolution details. And now it does. FSR is pretty good and its simplicity allows it to work predictably well, meanwhile nVidia's DLSS 2 still feels a bit like dumb AI that is unpredictable and overall not so nice. At static images, FSR is still slightly better, because RIS wasn't just dumb oversharpener and thus with FSR you end up with upscaled and then smartly sharpened image. Unsurprisingly end result looks as good as native resolution or even better than native at high quality preset and even high performance preset (which tries to upscale really low resolution but with same mechanism) ends up looking better than just dropping resolution by one.
 
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Correct, sharpening can make detail appear more. But this is more effective at higher resolution. At lower resolution, there isn't just enough pixel to sharpen effectively. It can't make new details appear.

DLSS use multiple frame and it look like, from bugged DLSS footage that it move the render frame up/down/left/right a slight bit each frame to try to make some details appear by shifting the grid a bit. FSR would need to use previous frame and have a temporal factor to be able to achieve the same results. But by doing that, they would be subject to Ghosting on fast movement. I don't like blurred image but i don't like ghosting either. I didn't got a 144Hz monitor to get ghosting from upscaling.

I just completed the demo of Riftbreaker at 1440p FSR ultra quality and on a 1440p 32 inch monitor (so not super high density) i could say if it was FSR or native. But the frame rate with max detail was much higher indeed.

FSR is simple to implement, give better result the higher the resolution is. Post process treatment could be made to improve the final results a bit and it's supported everywhere.
DLSS is limited to RTX, May extract detail that aren't there by using temporal and movement vector but is subject to ghosting. It's hard to implement and Nvidia have to pay game dev to implement it.

I think DLSS will stay as a premium upscaler that Nvidia will pay to put in as many game as they can. But FSR might just become a quick to implement upscaler that everyone can use and could get a lot of usage in independ game giving good results to everyone.
 
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FSR is incapable of adding detail.
It totally is capable of adding in detail, that's the point of super resolution algorithms like these. How accurate the the output image ends up, it's a different matter.
 
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Thanks AMD, now lets try to pressure the industry in to adopting FSR ASAP!
 
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Rift Breaker free demo is on Steam, it has FSR.

Thank you, I am downloading that now, I just need to find the actual software on AMDs site, maybe I am just not seeing it? Or do I need to download the whole driver to get it?
 

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Thank you, I am downloading that now, I just need to find the actual software on AMDs site, maybe I am just not seeing it? Or do I need to download the whole driver to get it?
Technically no driver support is required for FSR, it's just standard shaders, that's why it works on non-AMD GPUs. The new AMD driver has performance optimizations for FSR though, but an older driver version will work for testing, too, especially if you're only interested in the visual quality
 
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It totally is capable of adding in detail, that's the point of super resolution algorithms like these. How accurate the the output image ends up, it's a different matter.
" One is an upscaling pass, which uses a spatial upscaling algorithm that detects the edges in the image and sharpens them, while attempting to preserve details, and the other is a sharpening pass, which "adds" crispness to textures to improve image quality."

 
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That's as direct as it gets now. FSR isn't yet supported in many titles and you can't directly compare them. But really, why does it matter if titles are different? Just look at how upscaling looks like and compare them. IMO FSR ones look better, because part of FSR was their previous "sort of the same" RIS, which was pretty good at highlighting existing details in games, but it didn't add higher resolution details. And now it does. FSR is pretty good and its simplicity allows it to work predictably well, meanwhile nVidia's DLSS 2 still feels a bit like dumb AI that is unpredictable and overall not so nice. At static images, FSR is still slightly better, because RIS wasn't just dumb oversharpener and thus with FSR you end up with upscaled and then smartly sharpened image. Unsurprisingly end result looks as good as native resolution or even better than native at high quality preset and even high performance preset (which tries to upscale really low resolution but with same mechanism) ends up looking better than just dropping resolution by one.
so basically you have been ironic based on NOTHING, since in the video at min. 24:26 he clearly states that they CANNOT provide for direct comparison on the same game.

I'm start understanding : FSR is better because is made by AMD.
 
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so basically you have been ironic based on NOTHING, since in the video at min. 24:26 he clearly states that they CANNOT provide for direct comparison on the same game.

I'm start understanding : FSR is better because is made by AMD.
Well whatever, all my reasoning is lost on you. As far as we can see right now, in terms of upscaling quality regardless of titles, FSR is a bit better.
 
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Well whatever, all my reasoning is lost on you. As far as we can see right now, in terms of upscaling quality regardless of titles, FSR is a bit better.
Dude (since you started this way), I'm not saying DLSS is better, and in my previous post I also stated that even if DLSS would be slightly better (as I presume), FSR would be a win because of its "free for all nature".
I just don't like biased comments based on nothing...
When we would be able to see a side by side screenshot, then we will see what is better (and even in that case I think the situation could change just by looking at another frame).
 
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Dude (since you started this way), I'm not saying DLSS is better, and in my previous post I also stated that even if DLSS would be slightly better (as I presume), FSR would be a win because of its "free for all nature".
I just don't like biased comments based on nothing...
When we would be able to see a side by side screenshot, then we will see what is better (and even in that case I think the situation could change just by looking at another frame).
I'm not saying that FSR is better, because it's free for all if that was taken into account then DLSS is already dead. I was talking about pure imagine quality and I think that FSR is better. I own RX 580 and I played a bit with RIS and it can make image quality better than native and FSR is RIS+ some upscaling extras, making FSR very capable and yet rather simple technology. In theory it shouldn't lose details even during motion, which has been historically poor aspect of DLSS.
 
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FSR is incapable of adding detail. If it looks like there is more than in native then it's because of sharpening.
What do you call blur then? If it wasn't there before, and is afterwards - it was added... :D
 
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Post process is like a good musician it's not the instrument it's how you use it in the case of post process in graphics it's how you use the code of options and the algorithms they cleverly utilize.
 
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What do you call blur then? If it wasn't there before, and is afterwards - it was added... :D

FSR magnifies deficiencies in the base image which tend to be less pronounced with a native image with the same deficiencies. Its arguably why some form of detail rebuild is important for upscaling.
 
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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 can only base this on what Lisa Su already told us a few weeks ago: RDNA3 will have hardware accelerated FSR and we do not know what that involves at this stage but I suspect FSR will evolve. Maybe it has NN core like phone SoC?
 

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RDNA3 will have hardware accelerated FSR
Technically every modern GPU has hardware accelerated FSR. The shaders already execute in hardware-very fast and highly parallel. I'm not sure if there's much to be gained from a non-programmable fixed-function unit. A programmable fixed-function unit is a shader core.
 
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I can only base this on what Lisa Su already told us a few weeks ago: RDNA3 will have hardware accelerated FSR and we do not know what that involves at this stage but I suspect FSR will evolve. Maybe it has NN core like phone SoC?
I keep up with the news/rumors and i can't recall Lisa Su saying anything about "hardware accelerated" FSR. Link source.
What i do recall is Moore's Law Is Dead on Youtube claiming that.

Screenshot from gpuopen.com

FSR.jpg
 
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Woa, DOTA2 released FSR update.

It was among "coming soon" games:

1624533517885.png
 
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Woa, DOTA2 released FSR update.

It was among "coming soon" games:

View attachment 205224

since it is open source you can expect the modders comunity of some games to add FSR like they add shaders to their favorite games.
Some developers said something about 2 hours to implement in a game, ofc is easier when you're the dev of the game, but modders are so crafty.
 
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since it is open source you can expect the modders comunity of some games to add FSR like they add shaders to their favorite games.
It is not open source yet, but it's free and anyone could grab it and slap it into their anything indeed.
 
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since it is open source you can expect the modders comunity of some games to add FSR like they add shaders to their favorite games.
Some developers said something about 2 hours to implement in a game, ofc is easier when you're the dev of the game, but modders are so crafty.

Reshade *should* be able to inject FSR by the looks. Wouldn't be surprised if Reshade gets support once its open sourced / when AMD open sources it we may get a 'freestyle' style shader option for AMD (this is entirely scuttlebutt on my behalf).
 
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" One is an upscaling pass, which uses a spatial upscaling algorithm that detects the edges in the image and sharpens them, while attempting to preserve details, and the other is a sharpening pass, which "adds" crispness to textures to improve image quality."
It's better to just look at AMD's own patent for this :
1624536561314.png


It's constructing higher resolution images that fit the extracted features from lower resolution input images, hence it adds additional detail or new information or whatever you want to call it. If you want to maintain this stance that it is not adding detail then you have apply this logic to everything else, including DLSS.

Even a straight forward linear interpolation adds new information that wasn't present in the initial image, that's the point of these algorithms otherwise there would be no use for such a thing, it might be rubbish but that's how it works.
 
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