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Fidelity Super Resolution 2.0

Where? I genuinely can't remember a single instance of shimmering, and I have hundreds of hours in the game (both 4K & 1080p).
Yup my bad, been messing with the settings lately to get my fps up a little at 1440p (3060Ti atm) and must have been something I dropped down too far. Switched it to Ultra and not seen the issue, and tbh no way I can go back now this is *such* a good looking game still!
 
Whilst that is true, it's pretty obvious this streamline solution is wanting all parties involved, hence intel being onboard with it and nvidias very own comment on what this sets out to achieve:

It's fair to ask whether Nvidia would do the same if the situation were reversed, and I suspect they would. I'd prefer it if AMD were on board however, even if I understand why they aren't.

FSR2.0 being used like DLAA sounds great, I hope this becomes an official feature. How good is DLAA for those that use it here? It looks impressive from the reviews I've seen.
 
Now Techpowerup has a Metro Exodus Enhanced Edition FSR 2.0 Community Patch review up.
 
Future's definitely looking bright for FSR 2.

IMO it'll go the way of FSR 1 with widespread adoption by game developers.

Now Techpowerup has a Metro Exodus Enhanced Edition FSR 2.0 Community Patch review up.

Conclusion​

In Metro Exodus Enhanced Edition, none of the anti-aliasing and upscaling solutions are using sharpening filters in the render path. However, you can still adjust the setting manually in NVIDIA Control Panel or AMD Radeon Software. With FSR 2.0 active, image quality is very noticeably upgraded at all resolutions compared to native TAA. FSR 2.0 deals with small thin objects that are far away better, like wires or tree leaves, for example. The quality of vegetation, grass in particular, is improved by eliminating shimmering at lower resolutions, and the image is less blurry overall. In "quality mode," FSR 2.0 delivers better image quality and performance while running at lower internal resolution.

However, as this mod is not an official implementation, it has some issues TAA and DLSS 2.4 do not. The most noticeable of those with this FSR 2.0 mod is excessive ghosting on NPCs and enemy creatures at medium and far distances and player weapon while moving quickly, on weapon scopes in particular. We also found shimmering issues on steel objects at lower resolutions, such as 1080p, and black trails on power lines while moving. In some scenarios, it may even look like smearing, which most people will find quite distracting. The issue with power lines is probably due to the lack of proper masking because FSR 2.0 needs different mask inputs vs. DLSS 2.4 to hide things such as particles from the reconstruction. To be fair, DLSS 2.4 also has the same issue (black trails on power lines), but it's less visible on the DLSS 2.4 image. Just like in other games we tested, the FSR 2.0 mod conflicts with in-game motion blur, creating black borders around the image as if squinting, so we recommend turning motion blur off. The ray tracing features, like reflections, are working as intended with the FSR 2.0 mod applied.

Compared to DLSS 2.4, FSR 2.0 provides a similar level of image quality if we exclude the few issues described earlier, which may of course be fixed in the future. The most noticeable difference between DLSS 2.4 and FSR 2.0 is temporal stability. While moving through the world at day time, FSR 2.0 image stability is slightly less stable than DLSS 2.4. Performance-wise, compared to native resolution, the FSR 2.0 performance uplift is a great improvement to the game, and compared to DLSS 2.4 in this game, FSR 2.0 basically works identically to DLSS 2.4 in terms of performance gains across all resolutions. Metro Exodus Enhance Edition is the first game that absolutely requires a ray tracing capable graphics card—there is no "RT off" render path. Since DLSS is an NVIDIA-exclusive technology, Radeon users were left behind without a high-quality upscaling solution and stuck with lower framerates. With this FSR 2.0 mod applied, AMD RDNA2 owners now have the ability to play Metro Exodus Enhance Edition at much higher performance with only a small loss in image quality.
 
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Marvel's Guardians of the Galaxy FSR 2.0 patch review is up at Techpowerup.

"Compared to FSR 1.0, FSR 2.0 image quality is a very noticeable upgrade at a slight performance cost, and FSR 2.0 basically works identically to DLSS 2.4 in terms of performance gains across all resolutions"
 
An AMD software development engineer showcased himself putting in FSR2 into a game in roughly an hour, Pretty cool, Now if only CDPR would put FSR2 into Cybperpunk and Ubisoft put it into AC:Valhalla :D


Ignoring FSR for a minute, I like what AMD has done here. They are really trying to work with software companies and not just throwing their cards over the fence.

It has been slow but AMD has been making steady progress in the 3D space with HIP. Redshift has released the alpha (or beta) version of their render engine that works with AMD. AMD has a timeline that they have stuck to for support with Cycles X, with full support coming by the end of the year. Once these are running and bugs are ironed out it becomes easier to work with the other vendors.
The day that Octane runs on an AMD card will be huge win for them. From memory, Octane literally started the GPU rendering market and Nvidia has them to thank for the popularity of their cards in this space.
 

A good insight into temporal upscaling in general and FSR 2. Shame AMD refuse to contribute towards nvidias idea of streamline, contradicts their whole mission statement of wanting "quick widespread adoption for all gamers to enjoy and ease of implementing upscaling tech. for developers", that's exactly what streamline sets out to achieve.... He would have been better of just stating they don't want to support nvidia tech. and/or a closed source solution.
 
Seems like Digital Foundry agreed with the approach re streamline. AMD was never going to get behind any closed source technology like GameWorks and DLSS that can be easily plugged into any game using an API. I snapped the quotes from Alex and Nick on this.
Alex: Nvidia detailed streamline in April this year and they released some code on Github, it's GameWorks named and stuff like that, but the idea was essentially that super resolution tech it's now here on PC, all the vendors are coming up with their own solution, Intel included, obviously AMD is much more open regarding that though, the initiaive was basically we want a common API platform plugin interface for developers to use to just make it so that if you have an Intel GPU you can run XESS. If you have a Nvidia GPU the developer has an easier to way to implement DLSS and the same for FSR 2, uh hopefully. I was just curious whether AMD or you have a stance on this or want to support this in the future.

Nick: I'm going to be direct with you here. We don't plan to support streamline at this time. We don't believe that streamline provides any significant benefits to game developers bneyond what is currently available. The underlying Nvidia technologies, like DLSS that plugin into Streamline, they are closed source and propietary. So, you're talking about having an open source framework that plugs into a closed source technology.
So if I contrast this to FSR 2, obvious its (FSR 2) fully open source, easy to implement and supported on multiple platforms including consoles which I think is actually key to that particular topic. So, there is no need for developers to learn and implement a new framework for something they can already do easily today.

Alex: Okay that sounds very reasonable.
 
Seems like Digital Foundry agreed with the approach re streamline. AMD was never going to get behind any closed source technology like GameWorks and DLSS that can be easily plugged into any game using an API. I snapped the quotes from Alex and Nick on this.

If anything it came across like Alex didn't want to rock the boat or come across as being argumentative (as obviously will want to keep in the good books for any future relationships/partnerships etc.), which is a shame as that's how all "interviews" usually go across all industries. Given the questions were sent ahead of time too, I was expecting better/more tailored answers from Nick on some things, instead it came across as more of a PR/politician answer and didn't answer the question at hand, instead "FSR 2 will improve over time, it will get better"

Quite a lot of people noted both the above and the streamline approach not making any sense either in the youtube comments so good to see a few people picking up on amds/nick contradicting statements, after all:

What's easier for game developers?

- having to implement 3 different upscaling technologies separately

or

- having a way to be able to implement all 3 at the same time

If I where a game developer, I know which option I would prefer especially given how long and hard the work is in the game development industry now.

Whilst having one upscaling solution would be the best way forward for "gamers", we all know, this will never happen so having all 3 options available is what's best for the gamers i.e. give them the choice to use what their card is capable of.
 
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Good to see AMD users over on amd sub-reddit also calling out the same things as mentioned in the YT comments too:


Some interesting posts as well:

FSR 2.0 will probably get added to Streamline whether AMD wants it or not, they're both MIT licensed projects so there's nothing prohibiting any third party from writing the glue layer necessary to turn FSR 2.0 into a Streamline plugin. AMD may as well embrace it to ensure it gets done properly rather than leaving it up to whoever decides to do it for them.

AMD might change their tune if they see their own userbase calling them out too.
 
What's easier for game developers?

- having to implement 3 different upscaling technologies separately

or

- having a way to be able to implement all 3 at the same time
Yep - ideally we'd just have an 'Upscaling' drop-down that allows gamers to pick XeSS, FSR, DLSS or TAAU - much like we used to have with different AA solutions.
 
Besides being disingenuous that it's AMD users comments :o the point of Streamline is to keep DLSS valid to run alongside the open source upscalers IF/WHEN Devs decide there's no point in supporting a ring fenced upscaling tech-when they can run it on everything.

Again, Nv never ever recommend turning on FSR in GFE experience on games/hardware that doesn't support DLSS, don't see any moaning about that, so what's the difference?
 
Yep - ideally we'd just have an 'Upscaling' drop-down that allows gamers to pick XeSS, FSR, DLSS or TAAU - much like we used to have with different AA solutions.

Catching up on more comments on both the YT video and the reddit thread, seems more and more people are calling amd out on this so will be interesting to see if they stand by the gamers (like they always make out they do).... Perhaps Nick shouldn't have done this interview after all, seems to have done more harm than good :cry:

Besides being disingenuous that it's AMD users comments :o the point of Streamline is to keep DLSS valid to run alongside the open source upscalers IF/WHEN Devs decide there's no point in supporting a ring fenced upscaling tech-when they can run it on everything.

Again, Nv never ever recommend turning on FSR in GFE experience on games/hardware that doesn't support DLSS, don't see any moaning about that, so what's the difference?

That's not really the point, however, it is very valid, although given how quick dlss is to add to games now because of it being integrated into most game engines, I don't think we'll be seeing dlss dying anytime soon, same way we didn't see it die as soon as fsr 1 got released like many made out would happen especially if nvidia keep sponsoring games left, right and centre.

The point is it's hilarious how amd bang on about wanting to do what's best for developers and gamers yet they refuse to support a solution that would be far more beneficial to both developers and gamers.... also funny to see the strong loyal amd fans bang on about amd being the good guys for the gaming industry because "open source" etc. but don't want to see amd support a solution, which benefits everyone.... There is literally zero downsides to get onboard with streamline for any of the brands. But given dlss is not allowed in any amd sponsored game where as fsr is allowed in all nvidia sponsored games, that tells you all you need to know.

People actually use the likes of geforce experience/amd recommended settings? :o There is a bit of a difference between that scenario and streamline too....

Either way, if this is true:

FSR 2.0 will probably get added to Streamline whether AMD wants it or not, they're both MIT licensed projects so there's nothing prohibiting any third party from writing the glue layer necessary to turn FSR 2.0 into a Streamline plugin. AMD may as well embrace it to ensure it gets done properly rather than leaving it up to whoever decides to do it for them.
Looks like amd won't have a say in the matter anyway and if they try to block it, well there goes their brand image of being the good guys for the open gaming industry.
 
Besides being disingenuous that it's AMD users comments :o the point of Streamline is to keep DLSS valid to run alongside the open source upscalers IF/WHEN Devs decide there's no point in supporting a ring fenced upscaling tech-when they can run it on everything.

Again, Nv never ever recommend turning on FSR in GFE experience on games/hardware that doesn't support DLSS, don't see any moaning about that, so what's the difference?
That’s exactly the purpose for it, Tommy.

AMD have never supported GameWorks Dll’s due to their closed source proprietary nature. So they’re never going to support an API created by a competitor, so that game developers can integrate the same closed source tech into game engines.

FSR2 is so streamlined (pun intended) and open, it can be added into games that support DLSS by replacing a file. That’s how simple it is.

With the easy integration of FSR into game engines and the full documentation on GPU Open, what benefit would it be to AMD to allow an alternative integration method facilitated by a competitor? It just doesn’t make any sense and offers no benefit.
 
That’s exactly the purpose for it, Tommy.

AMD have never supported GameWorks Dll’s due to their closed source proprietary nature. So they’re never going to support an API created by a competitor, so that game developers can integrate the same closed source tech into game engines.

FSR2 is so streamlined (pun intended) and open, it can be added into games that support DLSS by replacing a file. That’s how simple it is.

With the easy integration of FSR into game engines and the full documentation on GPU Open, what benefit would it be to AMD to allow an alternative integration method facilitated by a competitor? It just doesn’t make any sense and offers no benefit.
That's the way I see it, Devs can integrate FSR-which they are at a higher uptake rate than DLSS has seen, therefore it must be easy enough or no one would be adding it to their titles.

Nv don't recommend enabling FSR at all whether Nexus wants to skip past the reason that Nv don't want their users using FSR, anyone over the age of reading knows why-they don't want you to use it, they want them to upgrade to DLSS capable hardware.

Hopefully upscalings going to be integrated into DX at some point (and stops the whole kids writing garbage nonsense) and these threads can be informative instead of unwanted negativity.:)
 
That’s exactly the purpose for it, Tommy.

AMD have never supported GameWorks Dll’s due to their closed source proprietary nature. So they’re never going to support an API created by a competitor, so that game developers can integrate the same closed source tech into game engines.

FSR2 is so streamlined (pun intended) and open, it can be added into games that support DLSS by replacing a file. That’s how simple it is.

With the easy integration of FSR into game engines and the full documentation on GPU Open, what benefit would it be to AMD to allow an alternative integration method facilitated by a competitor? It just doesn’t make any sense and offers no benefit.
So you agree this is all about amd doing what's in their interests i.e. to support only their brand? And not do what would actually be best for the industry overall as they keep reiterating with their open source solutions i.e. giving gamers choice to what they can use and making the developers life easier? Obviously since you work for amd, you will stick with amds stance here and that's perfectly fine but do you not see why various people are pointing out how Nick/AMD are completely contradicting themselves here?

Ignoring the reason that amd want to see dlss die, what are the disadvantages to getting onboard with streamline? And more specifically what are the disadvantages to game developers and gamers with streamline solution?

Also, Nick did state that's it is great to see people using dlss files to inject fsr 2 but as he stated, an official implementation will always be better so that you don't get the ghosting or other issues we are seeing with the mod method (which according to the modders can't be resolved)

That's the way I see it, Devs can integrate FSR-which they are at a higher uptake rate than DLSS has seen.

Nv don't recommend enabling FSR at all whether Nexus wants to skip past the reason that Nv don't want their users using FSR, anyone over the age of reading knows why-they want them to upgrade to DLSS capable hardware.

Hopefully upscalings going to be integrated into DX at some point and stops the whole kids writing garbage and these threads can be informative instead of unwanted negativity.:)

Ah what a surprise, attack the poster, make silly insults rather than discussing the points raised, seems the truth is rustling some jimmies again.

Clearly the vast majority are seeing how things really are.... but maybe you need to go and remind them all "it's free!!!!" :cry:

PS. Since you seem to be offended by nvidia not recommending to use fsr in GFE, thoughts on dlss not being in any amd sponsored game?
 
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