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Fidelity Super Resolution in 2021

My point is it isn't like devs needed to wait for FSR to start doing that. While a bit more work to achieve fall back results like FSR if a dev was inclined to go to that effort they could have done so already.
I think that if you are a game dev and you want to sell your game to as many people as you can, then adding things like FSR and DLSS should be a no brainer, especially since both are now very easy to integrate. These things will increase your target audience by a lot, especially FSR. If you are not doing it, it's either because you are lazy ( or stupid ) or you have an exclusive contract with AMD or Nvidia to promote their features, like probably Godfall has or some of the games sponsored by Nvidia.
It doesn't even matter if you worked on your own upscaler, if you want to make money you give them as much options as you can. Are they happy playing with DLSS or FSR? Give them whatever they want.
 
I think that if you are a game dev and you want to sell your game to as many people as you can, then adding things like FSR and DLSS should be a no brainer, especially since both are now very easy to integrate. These things will increase your target audience by a lot, especially FSR. If you are not doing it, it's either because you are lazy ( or stupid ) or you have an exclusive contract with AMD or Nvidia to promote their features, like probably Godfall has or some of the games sponsored by Nvidia.
It doesn't even matter if you worked on your own upscaler, if you want to make money you give them as much options as you can. Are they happy playing with DLSS or FSR? Give them whatever they want.

My post was in response to devs taking FSR now the source is available and adding a temporal element to it.
 
If a dev is going to that effort the code and concept for video game temporal upscaling has been out there for quite awhile - people shared their approaches more than 5 years ago - they don't need to have waited for FSR. FSR like approach is basically the fallback when the data from temporal sampling is missing or produces a result which has to be rejected.
My point is it isn't like devs needed to wait for FSR to start doing that. While a bit more work to achieve fall back results like FSR if a dev was inclined to go to that effort they could have done so already.
I can see where you are coming from however, just because something was not done in the past does not mean it won't happen in the future. Especially if an arms race starts. FSR is on consoles and we know that devs will push the consoles which may involve using FSR. They used checkerboarding in the past and i'm sure some where using custom solutions to achieve this.
 
Some Nvidia fans were saying that the reason we don't have FSR in CP, Metro Exodus and so on, is because AMD is afraid to compete with DLSS so they avoid theh games that already have DLSS. It is a dumb theory, i know, but there are some people who believe it. :)
Now we can compare the two techniques, there are already games that support both features. And FSR is not looking bad, on the contrary it manages equal and even higher FPS at UQ vs DLSS in Quality mode, which proves again how lightweight FSR is.
It is not a really fair comparison since UQ FSR is a higher initial res than DLSS Quality but the fact that FSR manages to get more FPS from a higher initial res is great and it really sh...ts on those tensor cores that supposedly accelerate performance by a lot. :D
 
Some Nvidia fans were saying that the reason we don't have FSR in CP, Metro Exodus and so on, is because AMD is afraid to compete with DLSS so they avoid theh games that already have DLSS. It is a dumb theory, i know, but there are some people who believe it. :)
Now we can compare the two techniques, there are already games that support both features. And FSR is not looking bad, on the contrary it manages equal and even higher FPS at UQ vs DLSS in Quality mode, which proves again how lightweight FSR is.
It is not a really fair comparison since UQ FSR is a higher initial res than DLSS Quality but the fact that FSR manages to get more FPS from a higher initial res is great and it really sh...ts on those tensor cores that supposedly accelerate performance by a lot. :D

More fps with FSR than DLSS
This is one reason why dlss is dead.
AMD killed it off.
Easy to implement and game engines and developers simply will just run over nvidias dlss

You guys didn't see it coming?
 
There will be more comparisons now because the developement kit is released and it's open source


So in reality, anyone here could be adding fsr to their only game
 
Some Nvidia fans were saying that the reason we don't have FSR in CP, Metro Exodus and so on, is because AMD is afraid to compete with DLSS so they avoid theh games that already have DLSS. It is a dumb theory, i know, but there are some people who believe it. :)
Now we can compare the two techniques, there are already games that support both features. And FSR is not looking bad, on the contrary it manages equal and even higher FPS at UQ vs DLSS in Quality mode, which proves again how lightweight FSR is.
It is not a really fair comparison since UQ FSR is a higher initial res than DLSS Quality but the fact that FSR manages to get more FPS from a higher initial res is great and it really sh...ts on those tensor cores that supposedly accelerate performance by a lot. :D


Thanks for posting this and it sort of proves what credibile reviewers have been saying for weeks now. FSR and DLSS 2.0 (+) are very close in IQ in best case vs best case scenarios and you have to pixel peep to tell the difference. No matter how much the self-proclaimed DLSS experts try to claim otherwise, the underlying technology matters not one single jot, only the final result.
 
More fps with FSR than DLSS
This is one reason why dlss is dead.
AMD killed it off.
Easy to implement and game engines and developers simply will just run over nvidias dlss

You guys didn't see it coming?

That's great to see, especially as I just bought an RX 6800.
But let's not be too hasty to call the death of DLSS. It's a great tech.
I hope FSR becomes the new baseline that all games implemement quite cheaply as standard.
And then DLSS 2 is offered as well for games developers that want to put the extra development in. That way, everyone wins. Especially NVidia owners, who can pick which they prefer on a game-by-game basis
 
Thanks for posting this and it sort of proves what credibile reviewers have been saying for weeks now. FSR and DLSS 2.0 (+) are very close in IQ in best case vs best case scenarios and you have to pixel peep to tell the difference. No matter how much the self-proclaimed DLSS experts try to claim otherwise, the underlying technology matters not one single jot, only the final result.

Would be good to see the same test repeated using lower end cards at 1080p
 
Some Nvidia fans were saying that the reason we don't have FSR in CP, Metro Exodus and so on, is because AMD is afraid to compete with DLSS so they avoid theh games that already have DLSS. It is a dumb theory, i know, but there are some people who believe it. :)
Now we can compare the two techniques, there are already games that support both features. And FSR is not looking bad, on the contrary it manages equal and even higher FPS at UQ vs DLSS in Quality mode, which proves again how lightweight FSR is.
It is not a really fair comparison since UQ FSR is a higher initial res than DLSS Quality but the fact that FSR manages to get more FPS from a higher initial res is great and it really sh...ts on those tensor cores that supposedly accelerate performance by a lot. :D

So Ultra Quality FSR is 1662p -> 4K
While Quality DLSS is 1440p -> 4k

You'd think DLSS with dedicated hardware and a lower internal resolution would get more fps.

I recall a number of posters informing the forum that dedicated hardware was unquestionably better.

The fact that FSR wasn't using the same method to upscale didn't really get taken seriously.

At these resolutions FSR has enough detail to work with very well.
 
Some Nvidia fans were saying that the reason we don't have FSR in CP, Metro Exodus and so on, is because AMD is afraid to compete with DLSS so they avoid theh games that already have DLSS. It is a dumb theory, i know, but there are some people who believe it. :)
Now we can compare the two techniques, there are already games that support both features. And FSR is not looking bad, on the contrary it manages equal and even higher FPS at UQ vs DLSS in Quality mode, which proves again how lightweight FSR is.
It is not a really fair comparison since UQ FSR is a higher initial res than DLSS Quality but the fact that FSR manages to get more FPS from a higher initial res is great and it really sh...ts on those tensor cores that supposedly accelerate performance by a lot. :D
So Ultra Quality FSR is 1662p -> 4K
While Quality DLSS is 1440p -> 4k

You'd think DLSS with dedicated hardware and a lower internal resolution would get more fps.

I recall a number of posters informing the forum that dedicated hardware was unquestionably better.

The fact that FSR wasn't using the same method to upscale didn't really get taken seriously.

At these resolutions FSR has enough detail to work with very well.
The Edge of Eternity (EOE) developers said FSR > DLSS at 4K, but DLSS > FSR at 1080P.

I think EOE will support both tech, so that can be another comparison going forward.

That video was impressive. I'm not that interested in either tech as I'd always prefer native, but it was surprising to see FSR offering better image quality (DLSS image was clearly softer) and higher performance at 4K.
 
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Very first scene particle fire effects are missing in the FSR video on the 2 fires in the back, dlss offered a better image imo as it wasn't suffering aliasing like sections of the fsr video which will be more obvious in motion.
 
Very first scene particle fire effects are missing in the FSR video on the 2 fires in the back, dlss offered a better image imo as it wasn't suffering aliasing like sections of the fsr video which will be more obvious in motion.
They’re not missing in the FSR video, just less evident (or more subtle). I’d want to see the native resolution video to determine which was closer to the ‘intended’ render before determining which was a more ‘accurate’ representation. Much of this comes down to preference too - for me the fire effects in the FSR image is more natural, and the DLSS version looks like fireflies above the braziers.
 
Very impressed with FSR and the perf. gains compared to DLSS, I definitely wasn't expecting the perf. gains to be in the same ballpark as dlss given how every other image enhancing technique/tool such as googles pixel phones with a dedicated image enhancer chip and madvr works but more than happy to see that is not the case here!

Have there been any benchmarks of a 6800/6800 using fsr compared to a 3080/3090 using dlss? Would be funny if nvidia cards see a bigger fps boost with fsr than amd cards get :p


Marvel avengers (another game with horrible jaggies/aliasing issues and TAA implementation being shocking) has fsr added now too, comparisons here:

https://www.reddit.com/r/pcgaming/comments/olprfs/marvels_avengers_weve_added_support_for_amd/


DLSS still does a better job on the whole imo especially with aliasing/shimmering but you really need to be pixel peeping to notice the difference.
 
DLSS still does a better job on the whole imo especially with aliasing/shimmering but you really need to be pixel peeping to notice the difference.

pretty much for most people while gaming the focus is on a couple of keys points and most of the screen you do not notice
 

FSR on Marvel Avengers on a low end 1050Ti. Looks like the uploader is cpu limited with that G4560 when FSR is enabled. Looks quite a bit better with FSR ON for some reason.
 
Have there been any benchmarks of a 6800/6800 using fsr compared to a 3080/3090 using dlss? Would be funny if nvidia cards see a bigger fps boost with fsr than amd cards get :p

I have not seen any but we do know that AMD cards mainly perform better than Nvidia the lower the resolution due to Nvidia's cpu overhead so I would expect AMD cards to get a bigger boost with fsr.
 
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