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Gotta say, I have to walk back my positive impressions of FSR. Decided to play some more Riftbreaker last night and ended up seeing a LOT more problems with it when the camera pans left<->right (which is most of the game), and a lot more obvious at lower quality settings but definitely apparent even on FSR-UQ even compared to just reducing res scale to 75%. Thought, ok, maybe it's just a one off but today I finally give Godfall a try (and btw if you play this game you MUST enable FidelityFX LPM - on vs off it's like two different games, no joke, the difference visually is staggering) and have noticed FSR UQ not really standing up to just 1800p (vs 4K) either. The image is just too soft and the grain is accentuated in an already grainy game. No sharpening vs FSR it's ok, but as soon as you add sharpening to it immediately FSR falls apart in the comparison.
Gonna try see what I can tweak in the config files (TAAU et al) but for now I am starting to like FSR a lot less. I'd be interested to know if they can add the RCAS pass alone to the games, an improvement to just the sharpening is a lot more interesting right now.
Yup, TAAU is WAY better in Godfall, just tested it now at 85%. It manages to retain that 4K sheen where you have all the specularity you'd normally expect, e.g. when the muddy ground has that wet look, FSR would just smooth it and completely kill the light glinting but it's retained with TAAU. It's almost HDR vs SDR like. Amusingly I am noticing more artifacts now, particularly for left<->right camera panning here as well, for example near metal grates if you move the camera quickly enough you can almost see a rainbow effect, or when you get to choose a new valor plate the effect happens quite obviously there too. Luckily it's not noticeable when you're just running through forward, or in combat. Didn't test just regular TAA for that to see what the difference is, but definitely clear to see with TAAU. Similar to what I saw with Riftbreaker in a way but there it was a different kind and much worse.
I would be curious to see if anyone can record some DLSS footage of moving the camera left<->right, perhaps Cyberpunk or WD:L, particularly near structures that make such artifacts more obvious (fences, metal grates, stairs, straight vertical lines etc.). I'll see if I can record for others.
I'll install it again some other time, the issue is one of image stability and it's not the same when using FSR vs no FSR. It's to do with the tech itself. The tests were done at 60 fps locked, if you go HFR then due to the nature of temporal AA you will be less likely to notice issues. The bit about sharpening I address in another response below.What problems do you see when panning? FSR only affects a single frame so there should be no issues during movement. If in Riftbreaker you are seeing a blur affect on the main character when moving then that is the game itself, not FSR. I've played it and see no issues at all on my 165Hz monitor so perhaps it's a display issue rather than the tech.
Also you seem to be comparing a 'sharpened' native image to FSR which is essentially moving the native goalpost. FSR is attempting to match native but it can't do that if the native image is further enhanceed with sharpening. Have you ever seen a DLSS comparison where they sharpen the native image??
here u go, dunno if thats the type of fotoage u wanted tho
https://www.youtube.com/watch?v=VmksbpEySvg&feature=youtu.be
i notice no flickering or artifacts with cp2077's dlss, only ghosting. actually, game's own taa seem to have more artifacts than dlss
As above, Image Sharpening should be disabled in Radeon Software and or the game video menu (Fidelity FX Cas, or LPM etc) otherwise you are not comparing to a true native image.
no worries, i actually tried TAAU in godfall waaay earlier. i just don't want to install that garbage anymore... but im inclined towards it nowI'll install it again some other time, the issue is one of image stability and it's not the same when using FSR vs no FSR. It's to do with the tech itself. The tests were done at 60 fps locked, if you go HFR then due to the nature of temporal AA you will be less likely to notice issues. The bit about sharpening I address in another response below.
Thanks, that looks good. The recording compression is off the charts with these tests I've noticed doing my own now, it's too bad. Here's what I meant before:
https://drive.google.com/file/d/1vmSBGwnwBMLgCTkYrJ8JaI9HVdgeh5cu/view?usp=sharing
Kinda hard to see until 4K is done processing but you can notice the blue lines behind the characters, I'm guessing the pixels pick up colour from the previous frame and hold on to it, so that's why they kinda go from light blue to dark blue as I rotate the camera. I tried to do TAA vs TAAU earlier and it seems like it's more obvious with TAAU but I can't swear on it just yet. Recording quality even at 100 MB/s starts compressing too much too quickly and changing between AA requires a game restart.
RIS is disabled, and LPM has nothing to do with sharpening or this discussion in particular, I only mentioned it as an aside (it's for HDR). Whether native has sharpening or not is entirely irrelevant because I can always add it so why would I care about what things look like without it. I see no reason why you wouldn't compare versus with-CAS-added except if you don't know the sharpening levels & then you're worried that you might overvalue the sharpening effect rather than something else. Rest assured I'm intimately familiar with it and have no issue discerning what's what when it comes to sharpening. Furthermore, I put 0 value into whether or not this is a "fair" comparison or what have you, the bottom line is simple: I'm comparing the image quality of two(+) options, the only thing I care about is the end result.
In particular whether it makes sense to use this at all. For Riftbreaker it's more complicated and I want to say FSR UQ is worth it, but it's in-development and the vsync is finnicky so it's a more complicated question that I can't settle atm. In DotA 2 the extra sharpening quality is welcome. In Godfall - HELL NO, it's a big downgrade imo because of losing that "sheen". For the rest we'll see, I haven't tried them.
And finally this is still work in progress, I am open to change my mind as I test it some more & discover more oddities. Right now though this is how I see it.
Well it depends on your screen maybe, these screenshots are from 4K DLSS Performance mode. As I'm playing with a 1080p screen, it looks super sharp to me and supersampled (one of the most important reasons i keep going along with my 1080p 144 hz monitor). It would probably better on a 4K screen with DLSS quality mode (then the 3070's performance tanks...), but the DLSS performance mode was good looking enough for me and helped me push all RT effects + 60 FPS pretty much all the time with my 3070
here's a comparison;
https://imgsli.com/NTkxNzQ
(be careful, the dlss image will look better than the image I posted because apparently Imgur nerfed it 900 kb. Original image is around 10 mb, uncompressed. imgsli did not downgrade the image quality so you can analyze it better)
you can see that dlss perf at 4k runs circles around native 1080p even in terms of texture quality. but of course, a 4k screen will probably make the image look softer (not a problem on my end)
Fair enough, just thought I'd check.RIS is disabled, and LPM has nothing to do with sharpening or this discussion in particular, I only mentioned it as an aside (it's for HDR). Whether native has sharpening or not is entirely irrelevant because I can always add it so why would I care about what things look like without it. I see no reason why you wouldn't compare versus with-CAS-added except if you don't know the sharpening levels & then you're worried that you might overvalue the sharpening effect rather than something else. Rest assured I'm intimately familiar with it and have no issue discerning what's what when it comes to sharpening. Furthermore, I put 0 value into whether or not this is a "fair" comparison or what have you, the bottom line is simple: I'm comparing the image quality of two(+) options, the only thing I care about is the end result.
In particular whether it makes sense to use this at all. For Riftbreaker it's more complicated and I want to say FSR UQ is worth it, but it's in-development and the vsync is finnicky so it's a more complicated question that I can't settle atm. In DotA 2 the extra sharpening quality is welcome. In Godfall - HELL NO, it's a big downgrade imo because of losing that "sheen". For the rest we'll see, I haven't tried them.
And finally this is still work in progress, I am open to change my mind as I test it some more & discover more oddities. Right now though this is how I see it.
here u go some comparisons, i hope it can become helpfull for you all?
you can select different presets
https://imgsli.com/NTkxODU
and some 1080p tests
https://imgsli.com/NTkxODY/0/2
(dlss quality at 1080p looks better than native 1080p mostly in this game, i know its weird but that's the way it is, dunno, look at the gauge specifically)
i think i don't see much of a differece between 4k+%50 shading and dlss perf in terms of sharpness, but the reconstruction DLSS produces can be seen in trees and in the work machine towards left. and dlss performance also seem to be more performant, so my pick is that one
Interesting, I've not seen people do that before (super-sampling to 4k with DLSS and then back down to 1080p). Back in the days people just super-sampled up and scaled down but that costed a lot of FPS, so this is interesting. I imagine one could do identical thing with FSR, which gives me ideas!
they're literally stuck with their GPUs and supposedly amd now "gifts" them a stupid upscaler that does not do any kind of actual work at 1080p. sorry but this is the truth. if they gave these gamers the special upscalers that series s/ps4/xbox one uses when they drop below 1080p, they would be delighted. then they would never let go their cards. then that would be bad for business..
If they make a contract that they will have exclusive features inside the game for half a year or two years, why not? What is the reason for Godfall not having RT for Nvidia on day one? I think that is the case also with a lot of Nvidia sponsored games...it is true that Nvidia exclusive features are also more harmful for the AMD cards.
yup, this guy did some extensive stuff
https://www.reddit.com/r/Amd/comments/o61yc4/using_fsr_amd_virtual_super_resolution_or_nvidia/
supersampling these days do not only grant better aliasing, but they also provide sharper, more clear image. i really don't think any kind of native resolution actually provides native resolution image quality with TAA. the visual gains i see proves this, there's no way i should notice this much of a difference, yet i do, and that only means that TAA actually destroys a huge amount of pixel information and supersampling gives back that information. i think taa is clearly meant for native 4k rendering, its subpar for native 1440p, and outright horrible for native 1080p. hopefully supersamplign saves the day and dlss/fsr on top of that is nice to have
Actually, it's all over the place depending upon what game you chose and how you want to limit the test scenario. I have seen RX 6900 XT being 19% slower than 3080 to 3090 being 70% faster than 6900XT in Metro EE, we can't draw any concrete conclusion from this except that Nvidia is faster in Metro EE. Also, What do we mean by the term heavy RT? There is an RT benchmark where both Nvidia and AMD get single-digit performance but Nvidia wins. Should that be taken as a heavy RT scenario or what about the limited use of RT, should RE Village be taken as an example of low RT use? There is no definite answer to this.
About the justification of PC gaming, I agree with you but will add that RT has done jack **** for advancing PC gaming since its inception in hardware from ~3 years ago. It's only when consoles picked up RT that we now have something being done on PC as well.
Note: Just to be clear I am not in any way suggesting AMD has better Ray Tracing than Nvidia atm.
FSR in Riftbreaker was a pretty noticeable downgrade, even at Ultra quality.
FSR uses the same method nvidia rejected for image quality reasons in DLSS 1.x
That's what the tech press say tbf.Plus the fact Nvidia did it very badly and lazily it seems, AMD's solution seems to be much superior to DLSS 1.xx