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Also another factor that needs to be looked at in terms of performance gain is that whilst these aim to have the same outcome i.e. retaining close to native res. with a performance uplift.... they are still rather different in the sense that dlss is also essentially doing AA work (which is arguably superior than the majority of current AA methods/implementations) so if dlss was to be purely just upscaling and nothing else, I suspect the performance uplift from dlss would be even larger.
Lets wait for FSR to land in Unreal Engine, then i'll have an Orange to compare to another Orange.
Edit: DLSS is as easy as plug in and play, right? Nvidia???
Performance also needs to to be compared at similar IQ, and this is a problem since FSR is not actually comparable since it is only really providing good edge quality (texture quality is just standard bilinear filter and sharpening).
But thete are lots of nuances. Since DLSS replaces TAA with a better version, FSR has to be compared with TAA enabled in game to handle temporal artifacts and pixel shimmering. Image quality is not a strict linear scale on a single KPI, FSR gives great edges and poor textures, FSR cannot handle fine details like a wire because it isn't accumulating samples. DLSS provides verv good textures, temporal stability, fine details, but there is ghosting if not properly tuned or issues with the motion vectors.
A baseline might be DLSS on balanced snd FSR on ultraquality.
FSR wont appear in Unreal Engine. UE4 has TAA-U and UE5 has TSR (both very similar). These are superior to FSR so Epic wont waste resources on FSR
no, i am saying they don't do the same thing do quality is hard to compare. If you only looked st edges,then probably FSR ultra is going to be similar to balanced in DLSS. If you look at texture quality or fine details such as wires, there is likely no FSR setting that is sufficiently good, but perhaps if yéu lowered DLSS to performance it would be possible to compare. If you look at ghosting then by design FSR doesn't have temporal accumulation, but the ghosting will be inherited and magnified by the underlying TAA, if you care sbout pixel shimmering and temporal stability then FSR doesn't even attempt to fix this so of course DLSS is much better.So you are saying FSR ultra Quality is comparable to balanced?
NO it is not. FSR is veyr good at preserve geometric edge detail, but it does nothing at all for texture quality or fine details because away form any edges it is no more than a bin-linear filter with some sharpening on top, which is exactly what everyone was worried about. I even pointed out before FSR was released that FSR might use some kind of morphological AA to help with edges by leveraging the depth map, which is why FSR has to be incorporated in to the game engine before the final image. I said at the time if FSR comes with a well tuned sharpener then it would likely be comparable to DLSS and from a naive perspective, the sharpening will make people believe it is doing a better job than DLSS 1.Superior based on what exactly? On paper yes but in practice by how much?
You was only saying other day FSR 1.0 will be worst or just like DLSS 1.0
But it turns out that it's actually so much better.
Again I will say this it doesn't matter how these techniques are done so long the end goal is to have you an image quality of the native resolution.
It doesn't matter how you get there.
Again I will use Freesync vs Gsync again both achieve the same goal both very different approaches.
FSR wont appear in Unreal Engine. UE4 has TAA-U and UE5 has TSR (both very similar). These are superior to FSR so Epic wont waste resources on FSR
I am sure you are fair, you proved it so many times...A baseline might be DLSS on balanced snd FSR on ultraquality.
So you are saying FSR ultra Quality is comparable to balanced?
IN general this talk of FSR on consoles is bogus. Consoles already support various upscaling methods and techniques to reduce shader cost with hardware accelerated checkerboarding for example.
Given that better implementations of FSR already appear to exist such as TSR, then there isn't a big incentive to use FSR.
The problem AMD has being second to market and trying pretend that FSR is comparable to DLSS, is that reviewers will make that comparison and FSR will fall well short. Once that damage is done it will be hard to win mindshare beyond the AMD diehards
It is possible to add latency in particular cases, if a game has very high framerates, depending how much time DLSS is taking for each frame. But even where it may decrease latency it has no chance against FSR, that thing will render the frames much faster than DLSS. And in competitive gaming where you play at lowest settings and the only thing you want to see on the screen is your enemy, FSR has the advantage.I wasn't aware of DLSS introducing latency issues. Ghosting yes, but not input lag. Is there any proof to show this latency issue with DLSS?