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Fidelity Super Resolution in 2021

Been playing more Godfall recently, it further reinforced my earlier impression with how much "sparkle" you lose with FSR. Settled on TAAU 50% as even better than FSR UQ 4K, but as I have noticed before the temporal stability of simple TAA (and thus for FSR) is much better than TAAU when panning through sideways movement. The card can do native 4K but been enjoying the lower power usage (chip hovers around 100w only, with no UV!) and it's become a pet interest of mine to try and run games at more efficient power targets. It's one aspect I wish there were more tests on, particularly for DLSS as well, I reckon there's a great opportunity for power savings through that considering how well it works when working with fewer pixels. I know Igor's done some with DLSS 1.0 but haven't seen much testing done on it since.

It's actually been incredible to see how power efficient the cards are especially when optimising for good PQ rather than just maxing out the sliders. In trying to do some testing for the steam deck it was actually funny to see just how well even Cyberpunk w/ RT (on RDNA2 no less!) can run on 50-60w of chip power. I wonder now if the MCM beasts that are to come won't have even more incredible ppw with some tweaks.
 
Been playing more Godfall recently, it further reinforced my earlier impression with how much "sparkle" you lose with FSR. Settled on TAAU 50% as even better than FSR UQ 4K, but as I have noticed before the temporal stability of simple TAA (and thus for FSR) is much better than TAAU when panning through sideways movement. The card can do native 4K but been enjoying the lower power usage (chip hovers around 100w only, with no UV!) and it's become a pet interest of mine to try and run games at more efficient power targets. It's one aspect I wish there were more tests on, particularly for DLSS as well, I reckon there's a great opportunity for power savings through that considering how well it works when working with fewer pixels. I know Igor's done some with DLSS 1.0 but haven't seen much testing done on it since.

It's actually been incredible to see how power efficient the cards are especially when optimising for good PQ rather than just maxing out the sliders. In trying to do some testing for the steam deck it was actually funny to see just how well even Cyberpunk w/ RT (on RDNA2 no less!) can run on 50-60w of chip power. I wonder now if the MCM beasts that are to come won't have even more incredible ppw with some tweaks.

To be honest I prefer the better TAAU implementations (not all are good ones) - they tend to not have the softness of DLSS, better handling of edges than FSR, you get a decent performance uplift from around 70% resolution scaling without sacrificing too much input quality with results around FSR ultra quality vs native in terms of how closely the details match. At lower input resolutions they don't tend to work as well but generally 70% to 80% still gives a huge performance uplift.
 
Been playing more Godfall recently, it further reinforced my earlier impression with how much "sparkle" you lose with FSR. Settled on TAAU 50% as even better than FSR UQ 4K, but as I have noticed before the temporal stability of simple TAA (and thus for FSR) is much better than TAAU when panning through sideways movement. The card can do native 4K but been enjoying the lower power usage (chip hovers around 100w only, with no UV!) and it's become a pet interest of mine to try and run games at more efficient power targets. It's one aspect I wish there were more tests on, particularly for DLSS as well, I reckon there's a great opportunity for power savings through that considering how well it works when working with fewer pixels. I know Igor's done some with DLSS 1.0 but haven't seen much testing done on it since.

It's actually been incredible to see how power efficient the cards are especially when optimising for good PQ rather than just maxing out the sliders. In trying to do some testing for the steam deck it was actually funny to see just how well even Cyberpunk w/ RT (on RDNA2 no less!) can run on 50-60w of chip power. I wonder now if the MCM beasts that are to come won't have even more incredible ppw with some tweaks.

Is Godfall a good game?
 
Is Godfall a good game?
It's alright, it's much better than the horror stories I've heard about it from reviews but in some ways it's more of a framework for a future game. It's things like how they handle missions which shows it ultimately to be a small team project, where you have a small war room from which to then choose which "mission" you want to teleport to, and those are repeating, instead of if they somehow actually connected the world and you could walk from anywhere to anywhere & just have the missions be organically in the world as things rather than just something you choose from a drop-down list like. Another element like that is they have these little rings all around the map which can help you dash to elevated areas or which are otherwise inaccessible by foot but it would have been way better for immersion & gameplay if instead you had paths, or you could climb, or some other way, rather than dozens and dozens of these "markers" everywhere. It just unnecessarily constrains the feeling of the game and makes it feel much smaller & demo-like than it should be. The music also ended up being very very disappointing. There's basically a whole bunch of things like that which really bring the game down, but which if changed in a sequel could really end up with a great game.

The combat is pretty fun tho and it's ultimately easy to pick up and play, so right now when I want to listen to a podcast I'll be playing this game while listening to it, it's good for that. My only advice is if you're playing in HDR to turn on FidelityFX LPM, it makes such a huge difference, as if going from SDR to HDR. It's crazy good!
 
Thanks to AMD being all pro open source. Documentation and digging through code confirms what a few peeps have suspected for months.

FSR is a slightly modified version of the Lanczos pass scaler technique.

What's more interesting is this scaler exists in some form inside the Nvidia driver for several years now

So with just a few clicks in the Nvidia driver so you can essentially enable FSR for all games. Also, unlike FSR and DLSS the Nvidia Lanczos pass gives you the freedom to scale from 1% of input resolution all the way up to 99% instead of 4 or 5 presets

https://wccftech.com/amd-fsr-based-...nvidia-gpus-using-control-panel-in-all-games/
 
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Thanks to AMD being all pro open source. Documentation and digging through code confirms what a few peeps have suspected for months.

FSR is a slightly modified version of the Lanczos pass scaler technique.

What's more interesting is this scaler exists in some form inside the Nvidia driver for several years now

So with just a few clicks in the Nvidia driver so you can essentially enable FSR for all games. Also, unlike FSR and DLSS the Nvidia Lanczos pass gives you the freedom to scale from 1% of input resolution all the way up to 99% instead of 4 or 5 presets

https://wccftech.com/amd-fsr-based-...nvidia-gpus-using-control-panel-in-all-games/

Not exactly the same thing, however most technology is based on older stuff. Even what is called AI today is based from research that has been done in the 20th century. Heck, I mostly use the Random Forest package developed by Breiman and that's early 2000s stuff.
 
Bah, bah, bah it seems a few still not gotten over the fact AMD has released something that is better than DLSS 1.0 and quite close to DLSS 2.0

Is it really hurting you that much?

I am sure I have heard this nvidia have had it for years talk before.

Then why not bloody release it? Or wait did nvidia want to create something extra to add to the die and charge more?

Because I tell you what if nvidia could have done this years ago it just makes them even more greedy.
 
Looking at the post above which has been deleted should tell what AMD thinks of some of the reporting that passes as tech journalism these days when even mild mannered @LtMatt is driven to into a rage!

:cry::cry::cry::cry::cry::cry::cry:


I wish nerdtech gasm would post more videos.

I agree I always watch you content when he posts something new (which is once in a blue moon). His videos do a great job of explaining how the technology works and what the limitations are of doing things a certain way and why companies choose to design there products in the way that they have.
 
Looking at the post above which has been deleted should tell what AMD thinks of some of the reporting that passes as tech journalism these days when even mild mannered @LtMatt is driven to into a rage!



I agree I always watch you content when he posts something new (which is once in a blue moon). His videos do a great job of explaining how the technology works and what the limitations are of doing things a certain way and why companies choose to design there products in the way that they have.
Hehe, no the user above insulted Shankly. It was unnecessary so had to be called out. Nothing more to it. :)
 
The open source PlayStation 3 emulator RPCS3 has become the first game console emulator to support FSR.
https://videocardz.com/newz/rpcs3-o...-now-supports-amd-fidelityfx-super-resolution

Settings - GPU options:
E8HZfH_XMAAFZVm
 
Some good comparisons in motion here. FSR holding up very well worth noting though that Cyberpunk isn't actually using FSR here its using the feature that shipped with that game AMD CASfx.

 
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