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Fidelity Super Resolution in 2021

See this is exactly what I mean from zx128 above. If it is pointed out that the open nature if FSR is a benefit to us as consumers we get some utter trolling drivel as a response.
 
See this is exactly what I mean from zx128 above. If it is pointed out that the open nature if FSR is a benefit to us as consumers we get some utter trolling drivel as a response.

Open sources is no automatic benefit to anyone. You have to prove that is the case. Windows has been kicking Linux's ass for decades. OpenGL failed to overcome DX. Stop with the PR drivel. Open source is not an automatic advantage. Its not an automatic I win button. End the non sense moral highground garbage.
 
See this is exactly what I mean from zx128 above. If it is pointed out that the open nature if FSR is a benefit to us as consumers we get some utter trolling drivel as a response.

And then he edited his post to add even more "concerns" - which aren't concerns that any devs ever mentioned (and they all can read source code). Seems it only concerns people who decided to hate on AMD tech no matter what it is, what effects it produces, how it's used - as long as it's not created by NVIDIA it must be destroyed, I suppose? Irrelevant of it working on NVIDIA cards just as well. I'd call it a worst kind of fanboy :/
 
And a clip with someone looking at the same crappy screenshots which no one can even prove they are real screenshots taken at those settings. How do you know my modified image isn't real? It has DLSS Q 1080p written there so it must be true.
"Same conclusion as me." hahaha. Of course, garbage in, garbage out.
A while ago he was arguing the 3080 is better than the 6800xt in Timespy. When i showed him the 6800xt average score was increasing each day, he asked where is the evidence it will still be better after a longer time.It was there, if the difference was increasing in favor of AMD each day, the common sense tells you that tomorrow AMD score will be bigger than today.
Now the 6800xt is like 600 points ahead. :)
 
I dont quite get why FSR is a big deal. It's just another post processing AA filter.

It doesnt create higher resolution detail.



Clearly shows you don't know them well enough. I suggest you check the base resolutions of both.

It really isn't....

How it works
FidelityFX Super Resolution is a spatial upscaler: it works by taking the current anti-aliased frame and upscaling it to display resolution without relying on other data such as frame history or motion vectors.

At the heart of FSR is a cutting-edge algorithm that detects and recreates high-resolution edges from the source image. Those high-resolution edges are a critical element required for turning the current frame into a “super resolution” image.

FSR provides consistent upscaling quality regardless of whether the frame is in movement, which can provide quality advantages compared to other types of upscalers.
FSR is composed of two main passes:

  • An upscaling pass called EASU (Edge-Adaptive Spatial Upsampling) that also performs edge reconstruction. In this pass the input frame is analyzed and the main part of the algorithm detects gradient reversals – essentially looking at how neighboring gradients differ – from a set of input pixels. The intensity of the gradient reversals defines the weights to apply to the reconstructed pixels at display resolution.
  • A sharpening pass called RCAS (Robust Contrast-Adaptive Sharpening) that extracts pixel detail in the upscaled image.
FSR also comes with helper functions for color space conversions, dithering, and tone mapping to assist with integrating it into common rendering pipelines used with today’s games.
 
It really isn't....

How it works
FidelityFX Super Resolution is a spatial upscaler: it works by taking the current anti-aliased frame and upscaling it to display resolution without relying on other data such as frame history or motion vectors.

At the heart of FSR is a cutting-edge algorithm that detects and recreates high-resolution edges from the source image. Those high-resolution edges are a critical element required for turning the current frame into a “super resolution” image.

FSR provides consistent upscaling quality regardless of whether the frame is in movement, which can provide quality advantages compared to other types of upscalers.
FSR is composed of two main passes:

  • An upscaling pass called EASU (Edge-Adaptive Spatial Upsampling) that also performs edge reconstruction. In this pass the input frame is analyzed and the main part of the algorithm detects gradient reversals – essentially looking at how neighboring gradients differ – from a set of input pixels. The intensity of the gradient reversals defines the weights to apply to the reconstructed pixels at display resolution.
  • A sharpening pass called RCAS (Robust Contrast-Adaptive Sharpening) that extracts pixel detail in the upscaled image.
FSR also comes with helper functions for color space conversions, dithering, and tone mapping to assist with integrating it into common rendering pipelines used with today’s games.

Edge reconstruction is exactly what AA is. Posting the definition of how this AA works just supports my point further.

So yes, it really is.

What do you think MSAA does for example? It would actually be better than FSR as it works at the model level.
 
FSR quality and DLSS quality both used the same internal rendering resolution which is 1440p. If you want to play about with the internal resolution to find advantage, say compare FSR ultra quality to DLSS. Thats FSR 1662p internal resolution vs 1440p internal resolution. If the goal is to compare both at their best. Then I can set DLSS internal resolution to native resolution and FSR ultra quality. DLSS was originally envisaged to run at native and provide better AA than TAA.

No matter what you do, DLSS quality mode is above FSR ultra quality for image quality. Also TAAU is above FSR for quality as well, without the AI network. Its just down to the fact temporal upscaling has better image quality than any spatial upscaling method. Argue however you like, temporal upscaling is just far better for image quality but slower than spatial. Temporal is also not as easy to implement.

The arguments that FSR is easier to implement does not mean much in the real world. Most major 3d engines have support already for DLSS. Its just a few clicks in the engine to enable DLSS.

Here's the thing.

You've decided you like that comparison because FSR quality uses the same internal resolution as DLSS quality. That's a specific angle and an acceptable one but you need to remember what the point of the comparison is.

I saw a comparison quite recently about FSR being able to run ultra quality with equal or better fps than DLSS quality on the same hardware. A 3090 and 5950 to be exact. This implies (small sample size) that for the same amount of effort from the hardware you can run FSR ultra quality and be better off than running DLSS quality.

So if you're the consumer and you're sitting there with your 3090 and 5950 and FSR is running ultra quality and DLSS is running quality and you're getting an excellent 4K image with the SAME hardware usage does the fact that FSR is using a higher resolution source image make it better or worse or is that irrelevant.

I'm seeing a still of "FSR quality" stuck next to a still of "DLSS quality" as if it means everything when it really doesn't.

FSR requires more resolution to be meaningful so working from the same low resolution image is favourable to DLSS.

However if FSR can produce the desired (e.g. 4K) image by working from a higher resolution image than DLSS and get equal or more FPS (small sample size) then it's earned a large gold star for getting the desired result with less effort.

If you blank this feature of FSR and insist that comparisons are only valid if working from the same original image then you're lying to yourself and others about the valid aspects of each method.
 
Here's the thing.

You've decided you like that comparison because FSR quality uses the same internal resolution as DLSS quality. That's a specific angle and an acceptable one but you need to remember what the point of the comparison is.

I saw a comparison quite recently about FSR being able to run ultra quality with equal or better fps than DLSS quality on the same hardware. A 3090 and 5950 to be exact. This implies (small sample size) that for the same amount of effort from the hardware you can run FSR ultra quality and be better off than running DLSS quality.

So if you're the consumer and you're sitting there with your 3090 and 5950 and FSR is running ultra quality and DLSS is running quality and you're getting an excellent 4K image with the SAME hardware usage does the fact that FSR is using a higher resolution source image make it better or worse or is that irrelevant.

I'm seeing a still of "FSR quality" stuck next to a still of "DLSS quality" as if it means everything when it really doesn't.

FSR requires more resolution to be meaningful so working from the same low resolution image is favourable to DLSS.

However if FSR can produce the desired (e.g. 4K) image by working from a higher resolution image than DLSS and get equal or more FPS (small sample size) then it's earned a large gold star for getting the desired result with less effort.

If you blank this feature of FSR and insist that comparisons are only valid if working from the same original image then you're lying to yourself and others about the valid aspects of each method.

Unfortunately this is not the first time the fallacy of these comparisons from DF and people like zx128 etc has been pointed out. The only thing that matters is finding the worst case scenario for FSR and skewing the outcome until DLSS is proved as the "best".

All those test cases where FSR looks close to native or even better in some cases are to be dismissed. Anyone who says "hey look FSR means I can play this AAA game on my old GPU with high settings" are to be ignored.
 
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I dont quite get why FSR is a big deal. It's just another post processing AA filter.

Where did you get that idea from? It has nothing to do with AA, it's not even a filter...
Why it's a big deal to some is another thing - I don't know either. I don't use it myself, nor I use DLSS (neither is in games I play) but it's just more choice for ALL gamers, so that's good, no? Well, according to some, choice is bad. It's their way or the highway - that's what I don't get. Or well, I know people like that exist, but I consider it just sad.
 
Edge reconstruction is exactly what AA is. Posting the definition of how this AA works just supports my point further.

So yes, it really is.

What do you think MSAA does for example? It would actually be better than FSR as it works at the model level.

According to AMD and devs themselves, with FSR you still need AA on the source image, before applying FSR to it, as its edge reconstruction will NOT anti-alias final image. And so, just by that fact alone, it's not AA, irrelevant of similarities in description. Otherwise, you could say things like well space rocket uses Newtonian laws to fly and so does the jet airplane, ergo they're the same thing. Are they though?
 
Remember this post by me. This is real evidence that FSR is not anywhere near DLSS for quality. This is what a real argument looks like. Not the sophistry and slander you come off with.

And yet, some facts actually reveal something quite different: Necromunda Hired Gun AMD FSR VS NVIDIA DLSS 4K | RTX 3090 | Ryzen 9 5950X - YouTube - do they look the same? No, to me, in this specific case, FSR actually looks sharper (without over sharpening) and more pleasing to the eye than DLSS, as the latter looks too soft and gets even softer in movement. But I have a choice and can enable whichever one looks better to me. Your argument is, in short words "I am right and that is all that matters!". Ergo, non-constructive dribble that changes NOTHING at all. You want to feel always right and righteous - talk to the mirror. Reality is not what you want it to be.
 
As I said funny how there is such a one sided application of that.
There is no reason why DLSS cannot be discussed in here when comparing the merits or disadvantages compared to FSR in a rational and unbiased way. It's the people who ignore the advantages and focus only on the negatives that are the problem.

There's more in here about dlss than fsr, its hardly an fsr thread to be fair. might as well rename it :D yes dlss can be discussed but its every other post and for those of us who use these threads to keep up with changes etc, its pretty tedious to read all the vs stuff. there are other threads for that...
80-90% of this thread is about dlss.
 
The description posted is literally what AA does. Detects edges, uses spatial data (TAA uses temporal data as well) to improve those edges to make them look like a higher resolution.

I dont need evidence, the definition is literally what AA does. Not even sure what you want by evidence. It's like asking me for evidence a duck is a duck.

MSAA would also do a better job.

Which is exactly what I referred in my comparison. You have jet engines, which are literally doing the same thing as rocket engines do - they burn stuff, throw it out with high speed and propel the engine forward. Does that mean jet airplane is a space rocket, though, even though they use exactly same principles?
 
Which is exactly what I referred in my comparison. You have jet engines, which are literally doing the same thing as rocket engines do - they burn stuff, throw it out with high speed and propel the engine forward. Does that mean jet airplane is a space rocket, though, even though they use exactly same principles?

It's a silly comparison. AA techniques and FSR aren't remotely as complex as jet engines.

They are post processing filters. A better analogy for jet engines is say the entire game engine.
 
It's a silly comparison. AA techniques and FSR aren't remotely as complex as jet engines.

They are post processing filters. A better analogy for jet engines is say the entire game engine.

Complexity is irrelevant. Both use identical principles. Same description on the most basic level. Exactly like with AA and FSR. I still wouldn't call one the name of the other, as it would be just wrong. Different application, different outcome.

That said, FSR is NOT a post-processing filter. Post-processing filters are (as the name suggest) last thing applied to the image, after it's all done and dusted. This is what reshade is often doing. But it's not what FSR is doing - it's being applied earlier in the pipeline, not as last stage. By definition, it's not post-processing filter. AMD themselves also added that because of that, it likely won't look good when it's injected by reshade into other games, that haven't been prepared with FSR in mind.
 
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