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Post your DSR and VSR sreenshots here

why not just link the full size pics ? :p

its like in the hi rez screenshot thread people get skyrim shots modded then post the images at 800x600 so it looks better :D
 
why not just link the full size pics ? :p

its like in the hi rez screenshot thread people get skyrim shots modded then post the images at 800x600 so it looks better :D

If you right click on the links and save them they will be downloaded on your desktop as 1920x1080 and 3200x1800 so you can view them full size.
 
I see some people on 1080p monitors going to over 3000 in resolution mine tops at 2560 x 1440 is that right?
Thanks
 
why not just link the full size pics ? :p

its like in the hi rez screenshot thread people get skyrim shots modded then post the images at 800x600 so it looks better :D

Because the key to the technology isn't making high resolution frames, the game does that bit (with some slight intervention to make it do it). It's taking those and shrinking them to your actual resolution quickly enough to be used in a game.

What filtering techniques can be used in this situation differs greatly to what can be done in a one-off reduction where speed matters but isn't nearly as critical. Which makes the ones resized by something that isn't DSR/VSR kinda pointless too. The browser, GIMP, whatever... they all use different techniques to what DSR and VSR do (unless they released their algorithms and so we can replicate exactly, which I doubt they'll do), so the results will not be the same. The algorithms are also tweakable in the nVidia control panel (see the sharpening discussion) so two guys using DSR to go from the same large image to 1080p will see different resulting images.

However, it's as close an approximation as we can easily get without the easy ability to capture the actual frames sent to the monitor.
 
Sorry if this has been covered... do we know the exact techniques employed?

Even so it's not very scientific.

Nvidia use a Gaussian kernel filter which is optimal in reducing high frequency artifacts, reducing flickering and maintaining consistency between frames and maintains geometry/shape as it is a symmetric filter. The region of support of the kernel can be adjusted. I don't know what Nvidia do to sharpen in post.

I don't know what AMD do.


Anyway, all of it is software and very easy to change. I see no reasons why AMD or Nvidia's solution necessarily have to be better or worse. With not much effort it is easy to reverse engineer the downsmapling algorithm used via a series of special test images (dirac/heavyside functions, i.e black lines and boxes on a white background). If every review says company X's scaling looks better then the next driver release of the competitor could use the same technique.

There is no single right way of doing this though. A Gaussian filter generally has the best properties to remove jaggies and prevent flicker but will cause increased blurring, plus is more CP intensive than say a bi linear technique.

Someone somewhere said AMD use a bi-linear technique but i highly doubt it, at least not without some other filters as well. Bilinear is just a straight arithmetic mean of a 2x2 pixel block. so imagine you have a black box on white background. if that 2x2 window covers exactly the black and then exactly the white then you will get a sharp defined edge of pure black then pure white. If the scene shifts by 1 single pixel then the 2x2 box wont align to the edge, and so the edge will contain a a column of gray pixels. This causes flicker in a moving image, plus distorts detail like text because depending on exactly where that 2x2 window different things happen. A Gaussian filter will sample a larger region so will always make a smooth transition between the black and white and will be the same no matter what the exact pixel alignment.

Here 0 is balck, 100 is 100% white, 50% is 0+100/2 = 50% gray.
Code:
Original:
0,0,0,0,100,100,100,100

BiLinear, well aligned:
0,0,100,100,

Bilinear different alignment since we have shifted one more pixel:
0,50,100,100
 
Potential Gaussian, this depends on the size of the filter kernel but is completely independent of the exact pixel alignment:
10,50,90,100

The Gaussian is evidently softer, or always soft. This gives it consistency and prevent flicker, it also takes care of noise, artifacts and jaggies. Imagine a 2x2 pixel block of noise (poor alpha testing on a leaf/grass or some such), with a bilinear if the alignment is bad then that 2x2 block will go straight through to the final image, with the Gaussian it will always be smoother out regardless. to counter act the softness you can then apply a sharpening filter, depending on how you sharpen you might get back a result like:
0,50,100,100 but the result will always be consistent between frames.

This way you have done the 2 key things: 1) Reduce jaggies, aliasing, artifacts and noise, 2) preserve perceived sharpness.
 
It looks like a few people in the thread are misunderstanding on what downsampling actually does to the image. You cannot display a 3200x1800 image on a 1920x1080 monitor without affecting its quality one way or another, and applying some post-processing on top of it.

DSR and VSR do that after a full resolution frame has been rendered, then they use their own way of downsampling and apply sharpening to make the image clearer. Taking a screenshot of a full size image and then resampling it in the browser is not a good representation of what the image quality is like after downsampling with DSR/VSR.

The best way of showing the effects of VSR/DSR in screenshots would be to figure out which post-process filters match the quality of the downsampled image in a photo editing software like Photoshop/GIMP and then resample all full resolution images using those filters to show a more accurate difference.

This website has a very useful tool for comparing uncompressed screenshots:

http://screenshotcomparison.com/
 
Just seen this thread, didn't know this sort of thing existed 4k on 1080 that's fantastic!

But it doesn't support HD7000 series iv just read, that sucks :( is there any info on weather it will be available on these cards in the future?
 
Just seen this thread, didn't know this sort of thing existed 4k on 1080 that's fantastic!

But it doesn't support HD7000 series iv just read, that sucks :( is there any info on weather it will be available on these cards in the future?

Yeah sucks. Hopefully will be available soon. I want see how some older games look!
 
Wow this thread escalated quickly. ****ing Graphics Cared subforum! Sheesh

The difference is night and say but unfortunately DSR doesn't work on the ROG... gay!
 
This still not sorted, despite several different drivers since DSR was released. Bit poor tbh when they cant fully support their own products/features.:confused:

I agree. There is a few games I would love to try it but no chance of getting the frames to make it playable on a single card. I did post it on the Geforce Forums and hopefully someone was reading.
 
Someone somewhere said AMD use a bi-linear technique but i highly doubt it, at least not without some other filters as well.

AMD appear to be using a mix of techniques - low contrast areas look fairly similar to bi-linear but high contrast areas look closer to some kind of rotated grid super sampling technique or it might be some kind of sinc/supersampling setup that is mimicking bilinear in certain areas.

This still not sorted, despite several different drivers since DSR was released. Bit poor tbh when they cant fully support their own products/features.:confused:

Its probable that the stage in the pipeline where DSR is implemented causes problems with multi GPU rendering.
 
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Forgot i had this installed :o
Assassin's Creed: Brotherhood.

Playing @5120x2880 is as demanding as AC:Unity lol, well...was getting 30fps :o
Will let you guess which picture is 1080 :p

lqzajn4.jpg

NC92G10.jpg
 
Just ran Dirt 3 @ 4K using DSR on a single G1 970. Everything set to ultra and I was getting a very pleasant ave FPS of 75.

6JvX8G0.jpg
 
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