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Fidelity Super Resolution in 2021

and you don't need to zoom in on FSR images/videos to see the lack of texture quality or shimmering pixels.

In fact, AMDs very own image comparison in gpuopen shows the problems quite clearly.
In motion when playing the game it is difficult to tell the difference with Ultra Quality, as confirmed by multiple reviewers and users alike. There is a slight drop in quality which no one disputes, but it is minor enough that it is totally worth the 40-50% performance improvemen - if you need the extra performance.
 
and you don't need to zoom in on FSR images/videos to see the lack of texture quality or shimmering pixels.

In fact, AMDs very own image comparison in gpuopen shows the problems quite clearly.

Even with UQ I can see the loss of detail on the grass, certain rock surfaces, in some games fluids have a significant quality loss, to be fair many areas of the image are practically if not indistinguishable unless you zoom in 400% which is very good for spatial based techniques - however given the performance/quality delta vs temporal techniques I find the lauding of it rather hard to take seriously especially given the comments from some posters about DLSS which is inconsistent with their stance on FSR.
 
Its such a weird argument. FSR doesn't make your game look worse, it gives you the option to make your game look a tiny bit worse in exchange for a big jump in performance.

I could understand not liking it if it forced you to use it, but its just giving people more ways of tweaking their game settings, y'know that thing that has been used as a major argument about why PC gaming is better since the early days of gaming
 
Even with UQ I can see the loss of detail on the grass, certain rock surfaces, in some games fluids have a significant quality loss, to be fair many areas of the image are practically if not indistinguishable unless you zoom in 400% which is very good for spatial based techniques - however given the performance/quality delta vs temporal techniques I find the lauding of it rather hard to take seriously especially given the comments from some posters about DLSS which is inconsistent with their stance on FSR.
Do you think the people using FSR will care about minor image quality loss that is difficult to spot while playing? Nope they won’t care at all which explains the glowing press and user feedback, except from one outlet who produce sponsored content for a competitor.

I’m not sure why you can’t understand the lauding of it from press and gamers using FSR (from both vendors - check the AMD and Nvidia subreddits). The reasons why have been explained to the naysayers multiple times already just look back through the last dozen pages.

FSR may not be for you Rroff, or DP, but neither of you would ever use an AMD GPU anyway so FSR is not aimed at either of you for that and also for people that cannot accept any loss in image quality, or people that will comb through images, zoomed in at 400%, to notice a distant tree in the background has some missing detail on one of the outer branches. Exaggerating a little, but you get the jist.
 
Do you think the people using FSR will care about minor image quality loss that is difficult to spot while playing? Nope they won’t care at all which explains the glowing press and user feedback, except from one outlet who produce sponsored content for a competitor.

I’m not sure why you can’t understand the lauding of it from press and gamers using FSR (from both vendors - check the AMD and Nvidia subreddits). The reasons why have been explained to the naysayers multiple times already just look back through the last dozen pages.

FSR may not be for you Rroff, or DP, but neither of you would ever use an AMD GPU anyway so FSR is not aimed at either of you for that and also for people that cannot except any loss in image quality.

There are two factors for me here:

I just find it a bit odd to see it lauded so much when despite being quite good for spatial reconstruction it falls short of what AMD could have pulled off with a bit more effort and incorporating other techniques including temporal sampling even without a deep learning model. Having spent a lot of time playing with Quake 2 RTX's upscaling it is very noticeable to me.

Then there are those people whose position is inconsistent between when nVidia does it and when AMD does it.
 
No, of course both AMD and Nvidia will impact what devs support. Hence AMD made sure no game that has DLSS had FSR added, blocking any direct comparisons.


The strengths and weakensses of FSR will be fully known. Of course by that point AMD propaganda machine will have fully taken effect, it already has. For the AMD diehards, AMD have already won and Nvidia is complete failure with their "proprietary" DLSSS
This is pure insanity it is well beyond fanboyism. So AMD deliberately stops anyone that bought a 6000 card or wants to buy a 6000 card, to get double FPS in games like Metro or Cyberpunk. Because they are afraid the games won't look as good as it does with DLSS.
Keep your clients with low FPS and they will be happy. But wait, their games already look worse because DLSS is better than native. :D
More non-sense. EPic wont add an inferior technology to their own TSR. Epic spent significant engineering resources getting TSR working well enough that a 1080p rendering can be upscaled to 4K with near-native IQ. This nonsense conspiracy theories are completely lame.
Another ...
Any engine developer will want as many features as he can get in his engine. No matter if he thinks some are better than the others. It's like saying they will force you to use Nanite or Lumen because they spent a lot of resources on these things. And about an inferior tech ... they already added DLSS. :)
 
There are two factors for me here:

I just find it a bit odd to see it lauded so much when despite being quite good for spatial reconstruction it falls short of what AMD could have pulled off with a bit more effort and incorporating other techniques including temporal sampling even without a deep learning model. Having spent a lot of time playing with Quake 2 RTX's upscaling it is very noticeable to me.

Then there are those people whose position is inconsistent between when nVidia does it and when AMD does it.
Well this is the FSR 1.0, things have to start somewhere. Who knows what will happen in the future. ;)

A bit more effort? You are downplaying the effort that was put into FSR to launch with support in multiple games, with support for another 12 coming shortly, and 45 developers on board already. Is that not enough effort? It’s better than launching with two games and then nothing for a while.

One thing we can all agree on, it’s a very good start with no major negatives only positives. Maybe that’s me being optimistic. :p

What you will find though is that the negatives will be largely coming from people that have no intention of using AMD GPUs or FSR.
 
There are two factors for me here:

I just find it a bit odd to see it lauded so much when despite being quite good for spatial reconstruction it falls short of what AMD could have pulled off with a bit more effort and incorporating other techniques including temporal sampling even without a deep learning model. Having spent a lot of time playing with Quake 2 RTX's upscaling it is very noticeable to me.

Then there are those people whose position is inconsistent between when nVidia does it and when AMD does it.
TBH Quake 2 does not have the most complex geometry out there. Even if the temporal upscaler looks ok'ish in that game, it may not look the same in other games. Plus the processing time is also a factor, any temporal solution will take more time to process. And a lot of time to be optimized and fine tuned for each game. Next thing, FSR will become open source, someone will make a bad temporal implementation and everybody will think it is AMD fault because their temporal upscaler sucks since it has no AI like DLSS has. ::)
 
One I've posted before and while you can tell the source is low res this quite impressed me as the input resolution is barely 360p - lower than many people first played these kind of games at back in the 90s. Which is why I find it hard to accept the praise FSR is getting as it would have its work cut out to match this.

OtRrNVr.jpg

TBH Quake 2 does not have the most complex geometry out there. Even if the temporal upscaler looks ok'ish in that game, it may not look the same in other games. Plus the processing time is also a factor, any temporal solution will take more time to process. And a lot of time to be optimized and fine tuned for each game. Next thing, FSR will become open source, someone will make a bad temporal implementation and everybody will think it is AMD fault because their temporal upscaler sucks since it has no AI like DLSS has. ::)

Like with the path tracing it doesn't really benefit from the relatively low complexity of the game - I've posted some screenshots from custom maps, etc. with much higher detail than the stock maps where it still holds up even if you stick like 4 million polys worth of animated models in the scene, etc.
 
A bit more effort? You are downplaying the effort that was put into FSR to launch with support in multiple games, with support for another 12 coming shortly, and 45 developers on board already. Is that not enough effort? It’s better than launching with two games and then nothing for a while.
What games? I thought they were unplayable demos, the games moved on rails and DLSS still looked like crap. :)
 
One I've posted before and while you can tell the source is low res this quite impressed me as the input resolution is barely 360p - lower than many people first played these kind of games at back in the 90s. Which is why I find it hard to accept the praise FSR is getting as it would have its work cut out to match this.

OtRrNVr.jpg
But this is how the game looked back then when playing in software mode. :)
 
Well this is the FSR 1.0, things have to start somewhere. Who knows what will happen in the future. ;)

A bit more effort? You are downplaying the effort that was put into FSR to launch with support in multiple games, with support for another 12 coming shortly, and 45 developers on board already. Is that not enough effort? It’s better than launching with two games and then nothing for a while.

One thing we can all agree on, it’s a very good start with no major negatives only positives. Maybe that’s me being optimistic. :p

What you will find though is that the negatives will be largely coming from people that have no intention of using AMD GPUs or FSR.

It is a lot easier to support a lot of titles when fundamentally "all" you are doing is running a glorified post processing filter on a buffer.
 
I probably should have uploaded the low res source image as well - it is quite impressive comparing them.
I was joking but again there are some drawbacks in any temporal upscaler and it is no guarantee that it will do the same job every time. If they were hiding FSR behind Big Navi paywall, maybe you could have asked them for a better upscaler but for an open source one, they picked the easiest/simplest/ route. And it does an ok job.
 
It is a lot easier to support a lot of titles when fundamentally "all" you are doing is running a glorified post processing filter on a buffer.
You are still massively downplaying the effort required, but I can see I am not going to change your mind so I will leave it there.
 
Lots of people vocal on something they clearly won't use as it's "not good enough".

Tbh I don't like the idea if resolution/IQ cheating at all, but here we are
 
I think we all have it wrong. Micro centre are plainly trying to save lives here by suggesting Nvidia dont need drivers. The fire brigade in particular dont condone the installing of Nvidia drivers on Ampere series gpus due to the high numbers of inferno's. The ambulance service have reported on how they were confused with victims last words being dont trust the leather jacket, it doesn't just work. TheRealDeal reporting for Micro Babble.

Sounds about right. :D
 
That is nice and all, but doesn't negate the fact that the single most important parameter to judge FSR on is the image quality, otherwise what is the point of it at all. As you say, gamers can lower image quality settings anyway, and they can also just render at a lower resolution and use the default up-scaling if they don;t care about image quality.


The whole point of technologies like FSR, TSR, TAA-U, DLSS and the checkerboard rendering in playstation is to improve performance while not sacrificing much image quality. If you don;t care about image quality then none of this matters in the slightest.


Then it is just laughable that all the people that were complaining at DLSS image quality using 200% magnified images showing some ghosting or soft text etc. now suddenly have the pinion you should never compare images and only look at the FPS as a measure of success. The performance of FSR was never ever in question, of course rendering fewer pixels is faster. You don;t need FSR for that!

200%??

Did you watch any of the release video for DLSS 1.0 on battlefield and Metro? it was easy to see just looking at video of the gameplay no need for screenshots or zoomed in.
 
and you don't need to zoom in on FSR images/videos to see the lack of texture quality or shimmering pixels.

In fact, AMDs very own image comparison in gpuopen shows the problems quite clearly.

But comparisons show from reviews that ultra quality very little difference between native? So what the game is originally showing at native is kept intacked so by your logic the original native game lack good texture quality. :rolleyes:
Simmering pixels?

Mind showing some examples?
 
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