What's the harm in comparisons? If you don't like it, take it up with every tech press.... You're on a forum where comparisons are made for every single thing. Also, some things such as the temporal stability are "noticeable" in normal gameplay too, zoomed in/slowed down footage just emphasises it, same way HUB do it to illustrate the ghosting in their scenario for dlss.Oh look - more PAUSED AND ZOOMED images to `prove a point`.
Obviously it's not going to matter for amd users since they can only use FSR 2 but for those running nvidia, it's good to see where each one is better or worst hence the comparisons....
It seems this is where having tensor cores dedicated for things like this works better from the looks of it. Bit like the same situation for RT performance too.In my mind, it probably takes a flat (average) amount of computations per frame, so the beefier your gpu the more of those it can do and still keep up with itself. A slower gpu will end up dedicated a greater % of it's time to the upscaling algorithm(s).
Not entirely sure how DLSS apportions resources to upscaling... does it not have a similar thing of being increasingly more effective with faster hardware?
Either way, I'm interested in FSR 2.0, and especially that they're leaving it open to any hardware. Feels like a game dev would do well to put their time into adapting for this tech, rather than the one that only runs on nvidia cards. AMD being the champion of open standards with this one, and that's good for everyone
I think performance uplift with dlss seems to be similar going from turing to ampere but hard to tell given how much better a 3080 is than the 2080.
For DLSS, if the game engine has it, it is literally minutes/hours, if that to enable it for a game. Not sure about FSR but I imagine it is similar and according to amd, if a game has dlss already, it makes the integration of fsr 2 even quicker. The majority of work for implementing both fsr 2 and dlss is all down to the motion vectors and is entirely down to the game developers from my understanding.
Last edited: