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Fidelity Super Resolution 2.0

Division 2 is also very bad, it's crying out for DLSS/FSR 2.0.

The PC scene is where its at these days thanks a lot to modding community.
Think of all the games that set standards that come from modding.

Csgo, league of legends just to name a few theses then create spin offs and you get more games from similar ideas.

Open source software is massive, it's this what sets PC gaming apart from consoles.

FSR 2.0 being open allows for this to happen.
Edit
For some reason I replied to the wrong comment.

Was aimed towards @LtMatt
 
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.
 

Conclusion on DLSS, FSR and IGTI (and DLAA)​

Upsampling in Spider-Man Remastered has great optical advantages over rendering in identical resolution with classic TAA, regardless of whether Nvidia's DLSS or AMD's FSR is used: So before reducing the resolution, it should be set to DLSS or FSR.


DLSS is qualitatively ahead of FSR on several fronts, but of all things the raytracing reflections flicker massively with Nvidia's AI upsampling, which is virtually not the case with AMD's FSR 2.0. If that bothers you even slightly, you'll be better off with FSR 2.0, despite other disadvantages.

If the graphics card does not support DLSS, you will find a much better partner in FSR 2.0 than in the game's own IGTI. Although the latter brings more performance, it cannot keep up in terms of quality in every respect. In the end, the native game mode including TAA is visually the best with the same target resolution, even if it offers a noticeably slower performance. This time, for various reasons, DLSS and FSR do not quite come close to this, but they do offer significantly more FPS.

Nvidia's DLSS algorithm can also be used in the game in the form of DLAA without fewer render pixels. In terms of image sharpness and image stability, DLAA offers advantages over the native resolution and does not cost a lot of FPS at 5 percent. However, there is also the ant effect with DLAA as render pixels in Ultra HD and in WQHD it is so pronounced that the use of the technology does not seem sensible.

 
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I've got a key for this but have yet to download it, will do that over the weekend. How are you finding the game?

I always turn any form of motion blur, chromatic aberration, depth of field off etc as can't stand image blurring in any form.

Just started it last night it's looking very good tbh the performance is excellent for the part I got up to.
For single player games I tend to play with motion blur on I actually do like motion blur outside of online play.
 
Sorry, I meant the pre-game launcher. I am using a beta key and want to validate that I'm on the final retail build (which I think might be 1.9 or something but not sure) so need someone with a retail key to check the latest version.
hEZvpYV.png

Btw make sure you are running in exclusive full screen mode. If you alt tab (like I did in my previous video before recording) it switches you to borderless (full screen) mode.

Mine says v1.812.1.0 also
 
Nothing gets me more excited than the thought of micromanaging a herd of rowdy goats.

I must admit this release has come as a bit of a surprise. I was thinking FSR 3.0 would be the next big update. AMD is saying this is a small update and devs shouldn't have much trouble upgrading to this release so hopefully, over the coming weeks, a lot of steam patches start to drop.
To me, AMD getting rid of the ghosting is anything but small its the killer to the tech this is a massive update.
 
Check 27 seconds in the tree in FSR 2.1 is holding up better than DLSS.

52 seconds in and FSR 2.1 is clearly glitching out in the background. I do wonder if this was added into the game by the devs instead of the mod would they have more control in limiting this?

2.20 car in FSR 2.1 is clearly ghosting

 
On the whole I agree but I think it is the best showcase so far for FSR:



In spiderman FSR 2.1 has more noticeable shimmering/temporal stability issues but then that games native image is already poor for temporal when compared to cp.

Forza 5 has FSR 2.2 now (first game to have 2.2), it's a noticeable improvement in terms of the usual issues with fsr.

All in all, I could quite happily use FSR 2.1+ (depending on game) and from what I have seen with forza 5, definitely 2.2. The only problem is still the lack of uptake/support, all very well the guy coming on stage in amds event to say in over 200 games, problem is, most of those games are fsr 1....

Just takes time, I am sure I could find a post from yourself about FSR 1 in the same context. Like you have said above FSR is now in 200 games that FSR 2 will grow quite fast over the next year.
 
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The thing I don't get is why it is slower uptake than fsr 1 though, as according to amd if a game already has dlss, the implementation time is less than 3 days.

That would surely lie with the devs to find the time. My best guess would be past games the focus is reduced on providing new features. Some devs will that have the cash and time other smaller teams will pass on the opportunity and focus on the future.

It's all guess work FSR 1 also didn't just pop up either it did take a few months.
 
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