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This thread reminds me of all the other NV vs. AMD OCUK 'post war' threads.
- Frame-pacing
- Adaptive Sync
- Mantle
- FXAA vs. MLAA
Every single time whilst Nvidia has the initial upper-hand, AMD gets it right eventually, they can't compete with the marketing muscle nvidia have but they do act in the right way for the whole of the community, given time.
NV also have plenty of shills available to keep posting on forums like these, I would give it 12 months and then call the victor. It won't be Nvidia simply on the basis that pretty much every new console game running will implement FSR.
most AAA big games on consoles wont use the FSR. most in house engines have much better temporal upscalers than FSR already
Maybe only this guy is.
Wonder if people will claim that HU are now nvidia shills....
Wonder if people will claim that HU are now nvidia shills....
Wonder if people will claim that HU are now nvidia shills....
Wonder if people will claim that HU are now nvidia shills....
Very good comparison though and good to see he addressed the motion/ghosting issues of TAA, which FSR can't get rid of where as dlss can, granted, it introduces its own motion issues but nowhere as severe/noticeable as TAAs/natives flaws.
To try and get this thread back on track I though I would post a link to this.
FSR OpenVR
This basically uses the FSR upscaling techniques to improve performance in OpenVR games. I have tried it in a few VR games and it does exactly what is sets out to do and in many cases it is close to, or indistinguishable from native (other than the UI). Though there are some things to be considered first.
https://github.com/fholger/openvr_fsr
- Unlike FSR it does affect menus in the game. FSR by design should be added earlier in the pipeline before any UI items are added. This mod affects the whole screen so should not be considered how FSR would look if integrated into each game specifically.
- Some games will not work (Half Life ALyx being one)
I tried in Fallout4 VR, Skyrim VR, DCS and IL-2 and it works very well in these games giving my RTX 3080 a 25% - 30% boost with FSR Ultra Quality settings.
finally, he had the guts to expose dlss's failure when moving the camera
1080p, 900p or 720p inputs do not have enough pixel information input to make the image appear sharp on movement. dlss can make the image look like native even if you render at 240p input if you just sit and stop, but once you move, the clarity, sharpness goes away. and no, this is not attributed to TAA either. 1800p TAA will resolve MORE detail in movement compared to 1080p input dlss (dlss performance at 4k or dlss quality at 1440p).
Every still image comparison is, sadly. I don't know why so much effort goes towards it when it's what you see in motion that matters.why are people still comparing still images going my man bits are bigger than yours is beyond me
its entertaining but all seems pointless