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Fidelity Super Resolution 2.0

Another update to FSR today to try and resolve the issues with previous versions as highlighted by users and review sites such as DF/Alex:


FidelityFX FSR2 v2.1.2 is a small bugfix release that increases image quality under some tested conditions following further integrations into games.


FidelityFX FSR2 v2.1.2 improves on FSR v2.0 in multiple ways, with the primary goal of increasing overall image quality and significantly reducing artefacts such as ghosting and shimmering.


The application-side FSR2 API has not changed, so updating to FSR 2.1.2 from 2.0 should be simple. Developers should pay particular attention to the changes to the Reactive Mask to get the best quality upscale.


We've also updated the sample to include examples of animated textures, spark particles, and smoke, and the generation of the Reactive, Composition and Transparency masks are now included in the sample, to let you see the major improvements to image quality when you provide those masks to the FSR2 API.

  • Motion vector divergence is used to diminish locked pixels, helping to alleviate ghosting issues
  • The disocclusion logic is now able to detect disocclusions in areas with only small depth separation, helping to alleviate ghosting and improving overall image quality
  • Some previously half-precision arithmetic is now full-precision, improving overall image quality and temporal stability
  • Reactive mask dilation and numerical range improvements, helping to alleviate ghosting on transparent geometry
  • Composition and transparency mask updates to help alleviate ghosting on certain kinds of geometry

Will test once it arrives in spiderman to see if temporal stability, shimmering etc. is indeed improved.
 
So, just tested it out in CP2077.

First impression was very positive with regards to how well they cleaned up the egregious ghosting & artifacting from the modded version, which I didn't expect it would go quite so well. The ghosting of the car is gone, the artifacting when scrolling on computer is gone, as is for hair on characters. On the other hand what was also immediately noticeable to me was now you have a lot wider spread aliasing all the time, so in a way they traded overall image quality 24/7 for temporal stability and an elimination of extreme negative scenarios. On top of that it also seems a fair bit softer and immediately noticeably so.

That being said, I've also swapped out back to native TAA to try and see if it was better but I think they've also messed with it as well and it also had some egregious aliasing along fine edges, in particular there's this vending machine in 'Hacking the Hacker' building which honestly I think might be bugged it's so bad. I can't say for sure, and it would require me to downgrade to a previous version, then do a bunch of comparisons side-by-side and I cba. Either way, not good.

I also do wish they'd have kept the previous options available, such as the resolution scaling with FSR 1.0 & native. The performance of FSR 2.1 continues to be quirky, just like the modded version, but maybe worse, so having the lighter options like FSR 1.0 would've been helpful particularly for older hardware.

Overall I came away feeling conflicted about it. They managed to solve some issues that I didn't think they would, but also took a sizeable hit in IQ overall and unfortunately there's no option with which I can feel satisfied with from an IQ point of view. The aliasing for fine-edges is just maddening, even with just TAA, and I think I might have to actually back to 1.5 if I start playing again.

What a pity!
 
So, just tested it out in CP2077.

First impression was very positive with regards to how well they cleaned up the egregious ghosting & artifacting from the modded version, which I didn't expect it would go quite so well. The ghosting of the car is gone, the artifacting when scrolling on computer is gone, as is for hair on characters. On the other hand what was also immediately noticeable to me was now you have a lot wider spread aliasing all the time, so in a way they traded overall image quality 24/7 for temporal stability and an elimination of extreme negative scenarios. On top of that it also seems a fair bit softer and immediately noticeably so.

That being said, I've also swapped out back to native TAA to try and see if it was better but I think they've also messed with it as well and it also had some egregious aliasing along fine edges, in particular there's this vending machine in 'Hacking the Hacker' building which honestly I think might be bugged it's so bad. I can't say for sure, and it would require me to downgrade to a previous version, then do a bunch of comparisons side-by-side and I cba. Either way, not good.

I also do wish they'd have kept the previous options available, such as the resolution scaling with FSR 1.0 & native. The performance of FSR 2.1 continues to be quirky, just like the modded version, but maybe worse, so having the lighter options like FSR 1.0 would've been helpful particularly for older hardware.

Overall I came away feeling conflicted about it. They managed to solve some issues that I didn't think they would, but also took a sizeable hit in IQ overall and unfortunately there's no option with which I can feel satisfied with from an IQ point of view. The aliasing for fine-edges is just maddening, even with just TAA, and I think I might have to actually back to 1.5 if I start playing again.

What a pity!

Ah, shame.
 
Tbf I think most people would think it's better, but I am more picky about certain things and that's why I'm a bit negative about it. I did play some more and was "fine" overall but can't say I'm satisfied. Dunno, maybe it's just placebo, will have to re-install to really see.
 
On the whole I agree but I think it is the best showcase so far for FSR:

Uploading video, will link once finished processing to 4k version.

Comparing performance mode as it is the only way to play the game at around 60 fps maxed out with rt @ 3440x1440 (sharpness turned off for screenshots)




Here is a quality preset comparison though:


FSR 2.1 is good in this, outside of pixel peeping and side by side comparisons, wouldn't notice tbh, personally I would turn off the sharpening entirely for FSR too.

EDIT:

Watching this back on youtube and wow! Does YT completely butcher the quality, looks much better watching the recording file before uploading to YT:


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....
 
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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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.

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.
 
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.
 
id be very wary to judge shimmering or whatever off utube or other videos online as they quality will be crap vs real world quality.

Nexus18

Its cos a lot of games dont have motion vectors which fsr2 requires. And on some games with small teams it can be a bit of a effort i.e x4 foundations, as they arnt sure about using fsr 2 cos no motion vectors but they did fsr 1 but meh i want the taa code put in x4 mainly for aa cos their existing aa sucks balls.
 
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