AMD FidelityFX Super Resolution 2.0 - FSR 2.0 vs Native vs DLSS - The DF Tech Review

  Рет қаралды 265,693

Digital Foundry

Digital Foundry

Күн бұрын

Пікірлер: 1 400
@Gehab
@Gehab 2 жыл бұрын
I'm still so amazed that we can manage to produce a nicer looking image at a LOWER resolution while GAINING performance. Absolutely blows my mind, honestly. I love tech videos like this so much!!
@TheHulksMistress
@TheHulksMistress 2 жыл бұрын
Yep I love that. Such a massive win. I'm assuming this will be used in console games then too, so something like Horizon they could run at 1440 FSR'd up to 4k and giving the devs some extra power left over? (Or at the very least guaranteeing a locked 60)
@sawsebawse2000
@sawsebawse2000 2 жыл бұрын
You got examples bc ive yet to see
@clownavenger0
@clownavenger0 2 жыл бұрын
@@sawsebawse2000 DLSS quality in death stranded looks better than native. Thats a well known one.
@TheHulksMistress
@TheHulksMistress 2 жыл бұрын
@@sawsebawse2000 in this video?
@Vynzent
@Vynzent 2 жыл бұрын
@@clownavenger0 That's becoming true for more games, to the point where it makes sense to use DLSS even just for a higher image quality in addition to performance boost.
@justanotherlikeyou
@justanotherlikeyou 2 жыл бұрын
Bottom line: If you have an RTX GPU, use DLSS. If you have anything else, you have FSR 2.0. Definitely a win for AMD and for every gamer without an RTX card.
@tazogochitashvili6514
@tazogochitashvili6514 2 жыл бұрын
Yeah I used to have a 1650 and I wish FSR2.0 existed back then, cause Nvidia definitely doesn't care about non-rtx GPUs
@icy1007
@icy1007 2 жыл бұрын
@@tazogochitashvili6514 - Nvidia doesn't really make non-RTX GPUs any more.
@darkdraconis
@darkdraconis 2 жыл бұрын
I basically own only Nvidia GPU's but you gotta love AMDs efforts they literally transformed by 1080 with fsr and now even more with fsr 2.0!!
@darkdraconis
@darkdraconis 2 жыл бұрын
@@tazogochitashvili6514 lmao yes Nvidia doesn't give a fuck about its customers amd doesn't care too much either since both only look for money Ofc but AMD takes the role of the good cop and nvidia is the ahole cop f'ing over everyone that hasn't bought a product of theirs in the last 2 years Edit: and also those that buy their products regularly, so basically everyone
@Incommensurabilities
@Incommensurabilities 2 жыл бұрын
FSR benefits everyone. There will likely be developers that choose to invest into implementing FSR, but not DLSS since it will benefit a smaller proportion of their player base. This is an absolute win for gamers, thank you AMD (BTW I only have nvidia cards)
@nightowl3582
@nightowl3582 2 жыл бұрын
This is a big improvement and awesome for those who don't have a DLSS capable card.
@letsgoiowa
@letsgoiowa 2 жыл бұрын
I have a 3070 and I'm going to use FSR 2.0 because it's clearer in motion.
@jal.ajeera
@jal.ajeera 2 жыл бұрын
Big improvement? We rarely play games in still image. This has artefacts in motion which is a big no no. This will make the overall image look way shimmery in motion much like HFW performance mode.
@Downloadfreak
@Downloadfreak 2 жыл бұрын
@@jal.ajeera Reading comprehension. It's a big improvement from FSR 1.0.
@qwertmom
@qwertmom 2 жыл бұрын
@@letsgoiowa Uh, no it's not??
@jal.ajeera
@jal.ajeera 2 жыл бұрын
@@Downloadfreak It's not. Did you see the breaking apart of image in motion at performance mode reconstruction? Shimmering extravaganza! How is that an improvement? Audio and visual comprehension much? Lol.
@WeebleFox
@WeebleFox 2 жыл бұрын
FSR 2.0 is gonna do wonders for Series X/S and PS5
@pennywisethedancingclown7139
@pennywisethedancingclown7139 2 жыл бұрын
Steam Deck !
@jacobartzavia6096
@jacobartzavia6096 2 жыл бұрын
Yep specially the less capable series S
@WamblyHades
@WamblyHades 2 жыл бұрын
@@jacobartzavia6096 Exactly! Also the lower memory bandwidth on Series S will do better with an FSR-upscaled image from 1080p/720p rather than a native 1440p in games.
@kieran.grant_
@kieran.grant_ 2 жыл бұрын
What's the betting pool on Deathloop getting an FSR2.0 update on PS5?
@coreforce9872
@coreforce9872 2 жыл бұрын
This will be big news for Minecraft’s unreleased DXR path tracing
@ReEnaCtCky
@ReEnaCtCky 2 жыл бұрын
The default sharpness of 10 is definitely way too much in my experience, and lowering to 5 or 0 fixes alot sharpness artifacts
@kelownatechkid
@kelownatechkid 2 жыл бұрын
Yeah this eliminates a lot of the weird aliasing type artifacts
@jsVfPe3
@jsVfPe3 2 жыл бұрын
They probably did that intentionally so that in side by side comparisons with DLSS the details on geometry etc look sharper. Hopefully they tune the default down once they're not just trying to prove themselves.
@paul1979uk2000
@paul1979uk2000 2 жыл бұрын
Yeah I was thinking that, 10 seems a bit too high which could be causing a few of the other problems, it's a shame Ales didn't show some of those areas with the sharpness set to 7, 5, and 3 to see the results.
@FrecklesOpenMic
@FrecklesOpenMic 2 жыл бұрын
It drove me nuts the whole video. Basically everything he pointed out as an issue was an issue with the sharpness being up too much.
@omgawesomeomg
@omgawesomeomg 2 жыл бұрын
Yeah not sure what the devs were thinking, the image is obviously oversharpened at the default setting
@infasis
@infasis 2 жыл бұрын
I love that DLSS gets rid of that awful shimmering in so many games and it's nice to see FSR should at least improve things in many cases too. For some reason when I see objects like fences doing that in games it has always bugged me.
@reptilez13
@reptilez13 2 жыл бұрын
Aliasing - the oldest problem in 3D gaming, perhaps lol.
@kazioo2
@kazioo2 2 жыл бұрын
@@reptilez13 I would say transparency is a much bigger challenge. Even with raytracing and 3090 games need tons of hacks to get away with faking it.
@Draggobuttboi
@Draggobuttboi 2 жыл бұрын
@@reptilez13 Personally I don't mind Aliasing as much as motion blur, with the lack of progress on non temporal AA solutions ghosting and blur has become the biggest problem with modern gaming for me as often there is no way to turn TAA off in the settings menu.
@mal-avcisi9783
@mal-avcisi9783 2 жыл бұрын
dll wins easy. shame on amd
@Draggobuttboi
@Draggobuttboi 2 жыл бұрын
Dynamic link library doesn't have much to do with AMD
@PaoloAvilio
@PaoloAvilio 2 жыл бұрын
The most competent analysis I've read since the FSR 2.0 release (only yesterday)! Such a good job, in such a short amount of time. Anyway the gap between FSR 1.0 and 2.0 is huge and it will grow for sure with the next updates!
@GameslordXY
@GameslordXY 2 жыл бұрын
Hardware Unboxed is also worth of watching methinks in that regard.
@marceelino
@marceelino 2 жыл бұрын
@@GameslordXY yep, the HU review sounds more interesting than this.
@Hybred
@Hybred 2 жыл бұрын
As someone who works with FSR 1.0's code a lot, and this has the same sharpness pass I have always found that 6-9 was the sweet spot, never used a game where I had to go lower or higher (unless the games TAA was a super blurry mess however this replaces the games AA) so 10 should realistically never be required. If you can't be bothered to test for the best value just set it to 8 and forget it though, that's my tip.
@rubenssz
@rubenssz 2 жыл бұрын
Alex is an absolute beast. Tremendously informative and technical analysis. Congratulations.
@williamcrms
@williamcrms 2 жыл бұрын
Seeing as DLSS will never come to current gen consoles, this is a huge step up for them compared to native rendering/gen 1 upscaling. Of course, there’s also UE5’s TSR on consoles, but that will be restricted to UE5 games. Would love to see a comparison video of MS flight sim after FSR 2.0 is implemented.
@puffy3146
@puffy3146 2 жыл бұрын
Why not ?
@williamcrms
@williamcrms 2 жыл бұрын
@@puffy3146 DLSS is exclusive to Nvidia cards, specifically gpus’s with tensor cores/machine learning (RTX 2060 and above). Current gen consoles use AMD hardware that is not compatible with DLSS.
@puffy3146
@puffy3146 2 жыл бұрын
@@williamcrms i see, so will we at least get the fsr2.0 this gen ? Series n ps5 or do you think later on in the gen
@williamcrms
@williamcrms 2 жыл бұрын
@@puffy3146 I think we’ll start seeing it used more on console beginning in 2023 but it’s up to individual studios to implement it so have to wait and see.
@puffy3146
@puffy3146 2 жыл бұрын
@@williamcrms thanks bud !
@rare6499
@rare6499 2 жыл бұрын
Amazing technology. How did someone come up with this stuff, it’s so bloody complicated. Bravo to AMD for making it applicable across competitor GPU’s.
@TheHulksMistress
@TheHulksMistress 2 жыл бұрын
It is amazing. Essentially giving us a small hardware upgrade in the form of software. For free.
@PrefoX
@PrefoX 2 жыл бұрын
bravo to AMD? lol without Nvidia there would be no FSR at all, and DLSS' tech is at least 2 years further
@rob4222
@rob4222 2 жыл бұрын
@@PrefoX without AMD there would be not Upscaling for GTX-Cards because Nvidia doesn't care about GTX-Users
@SimonBuchanNz
@SimonBuchanNz 2 жыл бұрын
This is the natural evolution of TAA, where you attempt to use the additional information from previous frames to improve the output detail. This is "just" retaining more useful data so you can usually increase the output resolution as well as detail. The "just" is that this is actually horribly complicated to do without artifacts like "slime trails", strobing, or shimmer - like most things, the idea is a lot easier than the work!
@WamblyHades
@WamblyHades 2 жыл бұрын
@@SimonBuchanNz Indeed! I still remember how early 2015/2016 TAA had a LOT of ghosting.
@hardlytech9072
@hardlytech9072 2 жыл бұрын
This is pretty interesting. AMD have made some nice advancements with FSR, hopefully the ghosting can be patched out. Either way, it's nice to see more competition in this area of rendering.
@Draggobuttboi
@Draggobuttboi 2 жыл бұрын
by it's very nature temporal based AA will always by its nature create ghosting. It's why MSAA always looks nicer as its mid process and actually takes 3D information into account instead of just the depth buffer.
@MLWJ1993
@MLWJ1993 2 жыл бұрын
The actual pixelation you can sometimes see seems to also be partially caused by AMD's implementation to avoid ghosting (i.e. discarding the history buffer for occluded pixels, something you can see happening with the sidemovement with the antenna).
@paul1979uk2000
@paul1979uk2000 2 жыл бұрын
I have a feeling FSR 2.0 will be like DLSS is, where the quality of it's use is on a per-game basis, some do it better than others, so yeah, like Alex said, we need to see more games with FSR 2.0 but so far, the results look really promising and it's likely only going to get better with future revisions of FSR.
@hardlytech9072
@hardlytech9072 2 жыл бұрын
Yes, I'm familiar with different methods of AA and how they're implemented. However, as was noted in the video, this is just ONE implementation of FSR2.0, in a single game. Time and further development will tell how this plays out in in other games.
@photonboy999
@photonboy999 2 жыл бұрын
@@Draggobuttboi , There ARE solutions to fix the ghosting that TAA tends to cause. You can analyze the surrounding pixels and provide an upper limit on brightness for the aliased part. Similarly there are ways to use the motion vector values to apply motion compensation. So it's NOT an unfixable problem. I'm not sure how much VRR and/or Dynamic Resolution affects these workarounds.
@rickrodriguez6244
@rickrodriguez6244 2 жыл бұрын
Wow, this is an absolute game changer. Especially in the console space. With this- the PS5 & Xbox Series X can now conceivably run every title at 4K/60fps and with an image quality that is arguably better than native. On the PC side it’s great that this also works on any GPU. Cant wait to test it out myself
@LouSassol69er
@LouSassol69er 2 жыл бұрын
Game developers better use it, I swear to god...
@rickrodriguez6244
@rickrodriguez6244 2 жыл бұрын
@@LouSassol69er Sadly most don’t. I’ve only had a DLSS capable GPU for around 6 months and the tech is incredible. It’s astounding to me that this isn’t implemented in every single game. With FSR 2.0 there is no longer an excuse- because you don’t even need an RTX card or dedicated tensor cores, it just works on everything.
@liamness
@liamness 2 жыл бұрын
A lot of console games were probably already doing something like this internally. But many temporal upscaling solutions are clearly more rudimentary than this, it's good to have an open source solution that everyone can use, and presumably submit patches back to.
@rickrodriguez6244
@rickrodriguez6244 2 жыл бұрын
@@liamness This is light years ahead of what has been implemented on the console side before.
@ronmexico6901
@ronmexico6901 2 жыл бұрын
It’s another tool in your bag of tricks.
@nitroxide17
@nitroxide17 2 жыл бұрын
I keep hearing "better than native". What an exciting time to be alive.
@existentialselkath1264
@existentialselkath1264 2 жыл бұрын
I'm just waiting for all this tech to be used as normal anti aliasing. I'm sick of the super soft look of TAA and ghosting in motion. Because these upscalers are designed to be as crisp and 'sharp' as possible, I'm guessing they'd produce significantly better results than TAA if they could use native resolution.
@sonicandroxas
@sonicandroxas 2 жыл бұрын
Here to see john's thread arguments =]
@existentialselkath1264
@existentialselkath1264 2 жыл бұрын
@@JohnSmith-XYZ it can certainly be implemented pretty well, a lot of frostbite games look quite good with it, but you only need to play halo infinite or almost any recent ue4 game to realise it can have serious issues. Anyway, aside from whether you prefer it over older methods, it would be ignorant to completely ignore its flaws. Flaws that dlss and fsr 2.0 do a decent job of avoiding, even with their lower resolutions.
@FarmedRice
@FarmedRice 2 жыл бұрын
Doom 2016/Doom eternal use TSSAA which is the best form of TAA I've seen implemented with hardly noticeable ghosting
@jismy012
@jismy012 2 жыл бұрын
fsr 1.0 is currently on switch
@existentialselkath1264
@existentialselkath1264 2 жыл бұрын
@@FarmedRice haven't personally played doom, but I don't doubt that great TAA Implementations can exist, but if there's going to be a push to include dlss or fsr in newer games, it would be nice if it came along with a native resolution option too. Just for all those games out there with worse TAA than doom
@MichaelLargent
@MichaelLargent 2 жыл бұрын
I wouldn't be surprised if FSR 2.0 started showing up as games as the default setting, in PC and consoles with it looking as good as it does and improving performance so much at the same time.
@NamTran-xc2ip
@NamTran-xc2ip 2 жыл бұрын
Yeah in cyberpunk dlss is default
@NamTran-xc2ip
@NamTran-xc2ip 2 жыл бұрын
@4K 60FPS for sure man, but god's know how long
@paul1979uk2000
@paul1979uk2000 2 жыл бұрын
Maybe longer term but I doubt that will happen for a few years, but from a developer's point of view, having that on as default would lower the hardware requirements needed, that could mean more game sales.
@darkwolf1739
@darkwolf1739 2 жыл бұрын
@@paul1979uk2000 less effort to put in making it optimised enough to run
@samza9622
@samza9622 2 жыл бұрын
Sony has to add it to their sdk so God only knows how long it's gonna take those useless fucks. We got vrr 3 yrs later have yet to get texture filtering for every game like Xbox does and 120hz. So yeah good luck with that.
@jamescampbell8482
@jamescampbell8482 2 жыл бұрын
1.05 ms added for a chip without dedicated silicon is simply awesome. I wish that we had 2022 image processing technologies in 2003. Would have made the transition to flat panels so much less annoying back then.
@TheHulksMistress
@TheHulksMistress 2 жыл бұрын
I’m not very tech savvy so I didn’t understand the added ms. What does that mean in terms of FPS? So if a game’s running at 60fps and we turn on FSR 4K Quality mode, what can we expect the FPS to be abouts?
@Thyispro
@Thyispro 2 жыл бұрын
@@TheHulksMistress Every frame takes time to render, this is often measured in milliseconds. I think 16.6 milliseconds per frame is needed to hit 60 fps. The added milliseconds is how much extra time is taken to render the effect. For example FSR 2.0 may take an extra 2ms to render, however, lowering the resolution by so much saves more time than it adds. Therefore you get more frames, so if a game is running at 60 at native 4k, and you turn on FSR 2.0 quality, you almost certainly will be above 80fps or higher.
@paul1979uk2000
@paul1979uk2000 2 жыл бұрын
That might actually get better with driver and FSR optimizations but for the start, it's already in a good state. It will be interesting to see with driver and FSR optimizations if that will translate to all FSR 2.0 games or if it's on a game per game basis.
@TheHulksMistress
@TheHulksMistress 2 жыл бұрын
@@Thyispro great, thanks for the example. I love that. I’ve watched enough Digital Foundry videos to know what devs can do with an extra 20fps worth of power to play with
@VoldoronGaming
@VoldoronGaming 2 жыл бұрын
Speaking of LCD's..I remember my dual 19" Princeton Graphics CRTs' back in the day XD...The model was Princeton Ultra 97. 1600 x 1200 resolution on both monitors...of course at the time I had a GT 9500 back then.
@thomadan000
@thomadan000 2 жыл бұрын
As a gtx 1070 scrub, this is great news. Can’t wait for fsr 2.0 to hit dying light 2 as I found the fsr 1.0 implementation in that game to be a very poor solution
@Phil_529
@Phil_529 2 жыл бұрын
That game is just kinda fugly no matter what setup you have.
@tiagotiagot
@tiagotiagot 2 жыл бұрын
Since it's a relatively new technology I imagine there's still a lot for game devs to learn when it comes to using it to it's max
@marcomarco86tecno
@marcomarco86tecno 2 жыл бұрын
Exactly, in five years this would be standard and that's awesome
@mitchjames9350
@mitchjames9350 Жыл бұрын
@@marcomarco86tecno probably sooner than that.
@ben5676755
@ben5676755 2 жыл бұрын
Extremely interesting. Excited to see this on Microsoft Flight Simulator and Forspoken. Was extremely lucky to find a 6800xt at MSRP in 2020, but I have been missing DLSS. Happy there's competition now and that it's open sourced.
@cheese_crab
@cheese_crab 2 жыл бұрын
Super informative dive into the various stress tests for the reconstruction techniques. FSR 2.0 looks exciting. Not as robust as DLSS, but the broader hardware applicability and performance savings in quality mode are great to see. I'm hoping for some future integration into XSX and PS5 to hit 4k60 from either 1080p or 1440p internal resolutions in games with engines that would otherwise not have such a good reconstruction techniques available to them
@markcoggins1405
@markcoggins1405 2 жыл бұрын
As a GTX 1660Ti owner, I desperately need this for Cyberpunk! 😫
@bruhder5854
@bruhder5854 2 жыл бұрын
By the next update for that game, it should be there.
@KingSigy
@KingSigy 2 жыл бұрын
While I'll always prefer DLSS, I can't knock AMD for its implementation of FSR in most games. It's damn fine and would be a huge boon for current generation consoles.
@OGPatriot03
@OGPatriot03 2 жыл бұрын
Weird thing to say, I prefer whichever is best. I will not always have loyalty to method A or B. Simply whichever is best and nowhere has it been written in stone that DLSS will continue to hold it's lead.
@KingSigy
@KingSigy 2 жыл бұрын
@@OGPatriot03 That's fair, but at present, DLSS is better. I think because of its dependence on hardware, it will likely remain better, too. Whatever the cause, any solution to improve visual quality and performance is good.
@SuperMatias24
@SuperMatias24 2 жыл бұрын
cant' use both methods at the same time? fsr 2.0 + dlss 2.0 ? someone know if is posible in the future?
@jc_dogen
@jc_dogen 2 жыл бұрын
@@SuperMatias24 I don't think you'd really want to just both at the same time lol
@FahadAyaz
@FahadAyaz 2 жыл бұрын
Always prefer DLSS? Not fanboi words at all.. 🙄
@divinitymode9364
@divinitymode9364 2 жыл бұрын
Fantastic achievement from AMD. I expect to it be the default software solution this generation given that it’s open source and platform agnostic. A genuine gift to the industry and gamers alike 👍🏻
@PrefoX
@PrefoX 2 жыл бұрын
80% of the gamers use a Nvidia card, why would FSR2 be the default then? because the work to implement is the same as DLSS.
@MiraPloy
@MiraPloy 2 жыл бұрын
@@PrefoX consoles basically
@rob4222
@rob4222 2 жыл бұрын
@@PrefoX 80% of the gamers? Where's that number from? There are many AMD-based consoles out there
@abhi_sh3_k
@abhi_sh3_k 2 жыл бұрын
@@PrefoX 'because the work to implement is same as DLSS' - source??
@KieferNguyen
@KieferNguyen 2 жыл бұрын
@@PrefoX 80%???? you realize that number you pull out of your ass is not all RTX its mostly non RTX and this FSR2.0 is opensource will run on any hardware that is powerful enough to run it.
@gameguy301
@gameguy301 2 жыл бұрын
The lateral test zoomed in on the device was the most interesting. TAA seems to be ghosting a lot as it is weighting samples too evenly such that stale data is still present and contributing strongly to pixel color, DLSS seems to be more cleverly weighting its samples by giving stale samples much lower influence on pixel color but if a sample is that stale it should probably just be evicted, its still ghosting just not as badly as TAA, meanwhile FSR is taking an aggressive stance on ghosting by evicting stale samples with prejudice this removes the trail of the device, BUT that means the recently disoccluded grass is now noticeably under sampled making it noisy and pixelated.
@Stef3m
@Stef3m 2 жыл бұрын
DLSS 2 is now almost 3 years old, I wonder if they are cooking something new in the oven...
@nimbulan2020
@nimbulan2020 2 жыл бұрын
Always good to see your extremely thorough testing, finding issues that no other outlets seem to notice. It's certainly a huge improvement over FSR 1.0 that will be very welcome for many, but I'll definitely continue using DLSS when I can. One thing you didn't touch on that's been talked about quite a bit though - anti-aliasing quality on slanted lines. Many people seem to be under the impression that FSR 2.0 actually handles this better, though it seems like about a tie to me. I'd be interested to hear your take on that, Alex.
@ctrlectrld
@ctrlectrld 2 жыл бұрын
I was watching a second time and I noticed that he also does not take segments where DLSS suffers from ghosting, because generally DLSS suffers from ghosting, and that happens in this game as well. One of the big surprises in all the video comparisons so far was that FSR 2.0 handles ghosting way better than DLSS, yet here in this video Alex almost succeeded in making it look the other way around 14:41
@nimbulan2020
@nimbulan2020 2 жыл бұрын
@@ctrlectrld Well different test cases will inevitably provide different results. It is odd that he didn't seem to produce the DLSS weapon sight ghosting that other reviews have noted (but also didn't say anything about the severe grainy trail on the grass on FSR 2.0 in the ghosting test.) I do wonder if some of these issues might be caused by the sharpening pass though and will look better with it turned down a bit.
@ctrlectrld
@ctrlectrld 2 жыл бұрын
@@nimbulan2020 Yep, really weird. He wrote on twitter that sharpening is the reason for the grainy trail. Thing is, people noticed the grainy trail, because it's very noticeable, and that's maybe why he didn't say anything about it, cause he didn't need to. But again, this way I am not sure he's presenting things fairly. As things stand, if we only had this video as reference, we would come to the conclusion that FSR 2.0 handles ghosting worse than DLSS, which is quite unfortunate.
@nimbulan2020
@nimbulan2020 2 жыл бұрын
@@ctrlectrld Well is it any less fair than other reviews not even mentioning the very noticeable issues that FSR 2.0 has? Realistically, reviewers have a limited about of time to test things, and they're not always going to catch every issue or be able to test every configuration. Alex stuck with the default sharpening setting since that's the one people will most likely use. It may look better in other games, we'll have to see when the time comes.
@ctrlectrld
@ctrlectrld 2 жыл бұрын
@@nimbulan2020 It seems to me that other relevant reviews, like the one by Hardware Unboxed, show the good and the bad. But in my previous comment I was referring to the ghosting issue specifically; in this case I feel that the topic is not being addressed fairly since ghosting has always been a main issue in the temporal domain, so much that DLSS is still struggling with it to this day. AMD with FSR 2.0 wanted to tackle specifically this issue and came up with a clever solution utilizing the depth buffer to reduce ghosting artifacts. It does a good job, at least better than DLSS, and it's one of the main perks of FSR 2.0. You can't just leave this whole thing out from a specialized in depth tech review, and on top of that even pick a segment where the better solution looks worse. It's not a fair and complete representation in my opinion.
@charoleawood
@charoleawood 2 жыл бұрын
10:30 Yes, with 10 sharpen the skin does look rather like sandpaper, doesn't it? However, every other element looks better than Native + TAA. Notice how on the left the stitching on the gloves stands out, it looks three dimensional. On the right, it looks rather like an N64 texture, the idea of thick threading is there, however it's been blended and smeared into the polygon mesh and looks completely flat. Also, even though the sand paper sharpening is a detriment to skin, it actually makes the bumps on the leather look more realistic --- this is a problem with the skin texture itself, all other textures are improved with 10 sharpening on the left. TAA is just hiding the problems with the skin texture on the right there while crapifying all of the good textures.
@kieran.grant_
@kieran.grant_ 2 жыл бұрын
You're totally right, the FSR image is overall better than the native one, it just has some small patches that look worse.
@pixelslaughter3492
@pixelslaughter3492 2 жыл бұрын
Disagree. 10 is way too much sharpening. It makes everything look harsh and not blend well. At a lower level like 5 it looked much much better. But personal preferences and all that.
@guspaz
@guspaz 2 жыл бұрын
Every time Alex uses music from Tiberian Sun in a video, it just reminds me how nice it would be to have a remaster.
@benbourke3655
@benbourke3655 2 жыл бұрын
Thank you I knew I recognized it from somewhere
@scarletspidernz
@scarletspidernz 2 жыл бұрын
Sadly with EA it sent Westwood and it's games to the grave like many others
@terrylodge4846
@terrylodge4846 2 жыл бұрын
This is really welcome for someone like myself, I have a GTX 1070 but am holding out for a 30/40 series that I really can't afford right now.
@DanKaschel
@DanKaschel 2 жыл бұрын
I feel like 1070 and 1080 owners are the biggest benefactors of this news.
@NamTran-xc2ip
@NamTran-xc2ip 2 жыл бұрын
@@DanKaschel $700 1080ti 2017 is one of the best purchase I made. This card is still decent today, especially if fsr 2.0 is coming. Sold the whole rig to get a 3070 laptop tho and never look back
@AndyGilleand
@AndyGilleand 2 жыл бұрын
Finally. It bugged the crap out of me that people kept comparing FSR to DLSS when they weren't trying to do the same thing at all. Now that comparison actually makes sense.
@rudytay83
@rudytay83 2 жыл бұрын
FSR 2.0 is really impressive no matter if you're team red or green with a few more updates watch out dlss
@icy1007
@icy1007 2 жыл бұрын
Team green isn't going to be using FSR 2.0 if they have the option of DLSS.
@offspringfan89
@offspringfan89 2 жыл бұрын
@@icy1007 Not if you don't have an RTX card.
@Tekel-Upharsin
@Tekel-Upharsin 2 жыл бұрын
They were smart to add additional sharpening. There's way too much softness with TAA and it's nice to see them focusing on sharpening even if it might be over done in some areas.
@clownavenger0
@clownavenger0 2 жыл бұрын
I would lower that setting quite a bit. maybe try 3 or 5
@jsVfPe3
@jsVfPe3 2 жыл бұрын
I agree. Sure the skin and grass are over sharpened, but it does wonders for the side by side comparison with DLSS and TAA. I'll probably run it at more like 5 myself but it really shows the detail they're preserving with the sharpness cranked up like this.
@EVPointMaster
@EVPointMaster 2 жыл бұрын
I really think something's gone very wrong in Deathloop. Native has extremely noticeable ghosting, native is very blurry, and in some areas native even looks more aliased than either of the upscaling techniques.
@transtechgirl8786
@transtechgirl8786 2 жыл бұрын
Ooh been looking forward to DF looking at this, so much confusion amongst other news sources about what FSR is and what it does.
@branchprediction9923
@branchprediction9923 2 жыл бұрын
Disgusting creature
@EmblemParade
@EmblemParade 2 жыл бұрын
It's almost hard for me to believe that GPU vendors create this amazing tech. It essentially allows you to postpone upgrading your existing GPU.
@rickrodriguez6244
@rickrodriguez6244 2 жыл бұрын
To a certain extent, yeah- but the older the GPU, the less of a return your going to see without cranking down the resolution- the card you’re using still has to be able to render at the target base resolution. So if you’re outputting at 4K using quality mode, your card still needs to be able to comfortably run the game at 1440p
@EmblemParade
@EmblemParade 2 жыл бұрын
@@rickrodriguez6244 Agreed! But if you buy a new GPU right now you can be more confident about it retaining its value for longer.
@rickrodriguez6244
@rickrodriguez6244 2 жыл бұрын
@@EmblemParade Definitely
@tdome3000
@tdome3000 2 жыл бұрын
What graphics developers did in the last 10 years is voodoo.
@VoldoronGaming
@VoldoronGaming 2 жыл бұрын
Pay close attention to any game's minimum and recommended. Minimum is probably what to use to get 1080p 60fps...in most cases...Daniel Owen used a GTX 1060 and at 1080p he is getting around 50-55 fps...before FSR 2.0. For this game a recommended GPU is a RTX 2060 (or RX 5700) which he uses in this video review...the only thing missing from this review is some avg fps with 1% and .1% lows.
@kelownatechkid
@kelownatechkid 2 жыл бұрын
Wow, alex. Amazing work as ever. 15:49 especially, that is a very good comparison
@priceG
@priceG 2 жыл бұрын
This is a good alternative to DLSS, specially for those who don't have a RTX GPU. DLSS and/or FSR 2.0 need to become a standard on consoles too
@homernoy
@homernoy 2 жыл бұрын
DLSS isn't possible on current gen consoles.
@tzuyd
@tzuyd 2 жыл бұрын
FSR of course totally is, and they were obviously designed with this in mind.
@Stef3m
@Stef3m 2 жыл бұрын
@@tzuyd If its cost at 4k is already 2 full ms (above FSR1) on an rx6800 I wonder how will it run on a console
@Metaris
@Metaris 2 жыл бұрын
I'm curious how much of that weird motion artifacting could be caused by the sharpening. Did you guys look at the motion artifacting examples with and without the sharpening?
@PrefoX
@PrefoX 2 жыл бұрын
0
@Malus1531
@Malus1531 2 жыл бұрын
They can only test so many variables. Makes sense to prioritize 10 since that is the default.
@AkshayKumarX
@AkshayKumarX 2 жыл бұрын
10:50 Even at 0 sharpness there is a lot of flickering that isn't present when using DLSS. But of course, people are blaming Alex for using the Default level 10 sharpness set by AMD themselves because its making FSR look bad in comparison. Mindless gits need another 2kliks video where he regurgitates their own rhetoric to make them feel good.
@roboticvenom1935
@roboticvenom1935 2 жыл бұрын
@@AkshayKumarX and they should be, idio, he barely included any at sharpness 0. Also didn't mention deahtloop has the best implementation of DLSS, literally, most games don't even use 2.3.
@petrkubena
@petrkubena 2 жыл бұрын
14:40 There's a clear ghosting effect on FSR behind the radio/gadget. It just presents itself differently than with TAA. It's a super-grainy picture behind it (and that grain is in the shape of ie an antenna).
@OGPatriot03
@OGPatriot03 2 жыл бұрын
I wish more of the comparisons showed FSR Quality mode (unless I missed it) a lot only showed performance mode...
@leguama
@leguama 2 жыл бұрын
Would be interesting for you to compare DLSS 2.0 to DLSS 2.4.3 that dropped with Evil Dead yesterday - too see if there is a huge difference! Great video, thanks!
@TheVillainOfTheYear
@TheVillainOfTheYear 2 жыл бұрын
Now that DF has weighed in, I can form an opinion. Thank you gentlemen!
@Superdazzu2
@Superdazzu2 2 жыл бұрын
i have a rtx 2070 super but god i hope fsr 2.0 actually pushes developers to implement it in every game
@DanKaschel
@DanKaschel 2 жыл бұрын
I think there’s a shot. The biggest advantage is that this will run just fine on consoles, which will never be true for DLSS. That means it actually makes sense as a high-priority feature in AAA titles instead of just a halo feature for the people playing on PC.
@RongleBringer
@RongleBringer 2 жыл бұрын
If they do, DLSS will be easy to implement as well. In AMD's own slides describing what it takes to prepare a game for FSR 2.0, the time needed ranges from 1 month max to 3 days, with the shortest time being if it already has dlss meaning it's already set up to provide the temporal information that both techniques need (unlike FSR 1.0 which does not need temporal information). It would make sense to be true for DLSS as well--if the game supports FSR 2.0, it already provides much of what DLSS needs. At this point, the only reason I can see a game supporting one but not both techniques is if it is sponsored by AMD or nvidia (on PC at least). Which is good for everyone.
@Beaut_Beau
@Beaut_Beau 2 жыл бұрын
Loving the use of some classic command and conquer music in the background!
@sonusmeister2325
@sonusmeister2325 2 жыл бұрын
So based on how he explained how it works, it's FSR 1.0 but with additional stereo pass, as in the jittered frame is used to parallax effect to make stereo image. The stereo image then used to extract depth and motion flow in extension. The motion flow and depth is used to adding occlusion variables use to calculate the edges that used for the filter instead only of pixel value in FSR 1.0. Combined with temporal feature of FSR, basically you get a algorithm that could predict color, depth and motion all at once, without AI.
@Navhkrin
@Navhkrin 2 жыл бұрын
You got it wrong. Why would you even use stereo image for depth in a GAME ENGINE? You can literally pool perfectly accurate depth from z-buffer. This isn't real life upscaling. Jittered image is used in combination with motion vectors to generate super-sampled image. But it uses intelligent motion detection and avoids working in areas of high motion to not exhibit ghosting (which is why areas with motion appear pixelly.)
@sonusmeister2325
@sonusmeister2325 2 жыл бұрын
@@Navhkrinwell I kinda based my assumption from the AI SR that works from frame pixel values, forgot about z buffer honestly. but does z buffer works for text or object inside texture? I know it works for mesh edges... The jittered image works to create depth based on pixel value, works wonder for textures. The intelligent motion detection is the temporal part in FSR as in it used previous frame result in a feedback for the next frame calculation. it compares the changes in values. The high motion part is not the biggest problem, it's where the edges is represented with small amount of pixels that caused the flickering, thanks to algorithm that need to do approximation.
@AFistfulOf4K
@AFistfulOf4K 2 жыл бұрын
no
@Vim_Tim
@Vim_Tim 2 жыл бұрын
I love that AMD is pushing open technology, but the fact that NVIDIA runs FSR even better than AMD suggests that NVIDIA is the better choice for availability of DLSS/FSR across as many games as possible.
@thelegalsystem
@thelegalsystem 2 жыл бұрын
At 13:19 you can see some flickering in front of the power line and the sign with white text in the FSR 2.0 test. Very small, maybe not noticeable, but not present in the native or dlss renders.
@Fina1Ragnarok
@Fina1Ragnarok 2 жыл бұрын
It is actually present in Native as well, just a lot less noticeable.
@kendokaaa
@kendokaaa 2 жыл бұрын
This video showed the differences much better than any other channel did. Well done as always
@Obloms
@Obloms 2 жыл бұрын
Great video, but I really hope developers will still continue offering DLSS alongside FSR 2.0 and not go with "easier" route with only FSR, as there are some serious motion advantages in DLSS (at least in this one game).
@Stef3m
@Stef3m 2 жыл бұрын
FSR 2 is completely different than the first, it isn't any more easy than DLSS to integrate, as a matter of fact AMD itself claim that the easiest path is with games that already support DLSS
@c0d3_m0nk3y
@c0d3_m0nk3y 2 жыл бұрын
Watched about five reviews of FSR 2.0 and this is by far the best!
@rvalent9366
@rvalent9366 2 жыл бұрын
14:56 fsr seems to break the sharpening of the grass behind the antenna thing
@Stef3m
@Stef3m 2 жыл бұрын
It doesn't brake sharpening but the reconstruction which create a pretty annoying pixelated effect that remind extreme sharpening, AMD traded ghosting with this artifact while the AI in DLSS is able to discard only the bad data and correctly reconstruct disoccluded pixels
@Schizm1
@Schizm1 2 жыл бұрын
Some minor flickering aside - Both FSR and DLSS are so fu*cking amazing! FINALLY we have technologies being pushed hard to not only show the best graphics but to also improve optimization and performance. I hope it'll mean better longevity of GPUs
@Wanooknox
@Wanooknox 2 жыл бұрын
14:49 actually FSR 2.0 does show some ghosting with the device here. But it looks like it's ghosting some kind of screen space effect or the post sharpening is acting up, rather than ghosting the 3D object. In the FSR view I can see a clear trail of crunchy black pixels behind the antenna, almost looking like dithering. I wonder if maybe that's caused by how FSR does its frame accumulation, so it doesn't have enough history data to fill in the pixel gaps for those sections, resulting in a lower fidelity render.
@Gurka9999
@Gurka9999 2 жыл бұрын
That looks more like oversharpening artifacts that maybe amplifying a slight inverse ghosting trail?
@MLWJ1993
@MLWJ1993 2 жыл бұрын
It's the opposite of accumulation, since the antenna is occluding the objects FSR discards the history information for those pixels to avoid ghosting. It leaves some aliasing to be visible instead which the level of sharpening will make even more pronounced by increasing contrast even more.
@Wanooknox
@Wanooknox 2 жыл бұрын
@@MLWJ1993 this is basically exactly what I was trying to say, but phrased much better. 😂 The accumulated frames have missing data in those spots, because of the foreground object occluding the grass in the background. So FSR still tries to interpolate the missing pixel data, but does so at a much lower fidelity due to a lack of history data to pull from. Combine that with the way too aggressive sharpening filter and you end up with a crunchy pixel ghost trail haha.
@tatoforever
@tatoforever 2 жыл бұрын
The reason why it doesn't work well for FSR in transparent surfaces (like particles or water) is because none of those write to the depth buffer and FSR2.0 relies on the depth to reconstruct its temporal image. Is the only downside, other than that is perfect and looks great, quite often better than native.
@toastbrot97
@toastbrot97 2 жыл бұрын
Good video, as to be expected. Though i kinda feel like you analyzed in reverse. I think it's more important to see what it looks like first before discussing the performance. Also, something to keep in mind for the future, you might wanna put the lower thirrds slightly higher in comparison shots like at 10:25. Since when the video is paused, the timeline and other visual elements of the player will block the text.
@garyad8796
@garyad8796 2 жыл бұрын
That's just common youtube video editing techniques: save more important points later. And for this particular video, i'd say the performance comparison subverts common expectations, while image quality is mostly unsurprising. So it's actually important to get performance out of the way first.
@toastbrot97
@toastbrot97 2 жыл бұрын
@@garyad8796 that definitely makes sens. I forgot watchtime is so important here :D
@pixelslaughter3492
@pixelslaughter3492 2 жыл бұрын
I actually preferred how it's done in the video. If it's not performant then i don't care what it looks like. But I can understand your argument.
@toastbrot97
@toastbrot97 2 жыл бұрын
@@pixelslaughter3492 Sounds fair enough.
@ZoDDto
@ZoDDto 2 жыл бұрын
Great work Alex! With your analysis, you have put to shame all other comparisons of this technology that I have seen on the web.
@ctrlectrld
@ctrlectrld 2 жыл бұрын
13:50 curiously on these fences FSR 2.0 does a better job, much more clean. EDIT: okay I've read your twitter post and I understand that the DLSS animation thingy goes away the moment you move again? We good. All things considered, I am glad this thing is finally out, this is a brilliant start and things can only get better from here on, AMD got back on the menu for my much awaited gaming rig upgrade. Thanks for another great video Alex.
@tHeWasTeDYouTh
@tHeWasTeDYouTh 2 жыл бұрын
love the old df music playing in the background. takes me back to 2013 watching comparisons of COD Ghost!
@ygny1116
@ygny1116 2 жыл бұрын
14:53 artifacts surrounding the antenna in FSR 😒
@dark-lord-
@dark-lord- 2 жыл бұрын
Nice catch, didn't realize it!
@Cyberdemon11120
@Cyberdemon11120 2 жыл бұрын
This is actually an interesting development as FSR 2.0 can be added to console games if the devs choose to, in order to improve proformance during optimization and help retain more detail while meeting the desired proformance. I'm sure that games struggling with proformance issues, such as Elden Ring, as well as many games still available for last gen consoles would benefit significantly from FSR 2.0.
@EVPointMaster
@EVPointMaster 2 жыл бұрын
Don't get your hopes up for Elden Ring. The devs are making fundemental mistakes that affect performance.
@Dionyzos
@Dionyzos 2 жыл бұрын
I remember that Alex said in one of the last podcasts that many devs are already upscaling their console versions with their own tech so it would not improve performance by much in many cases. It could improve visuals though I guess and save money and time for devs
@cheesyspace
@cheesyspace 2 жыл бұрын
@@Dionyzos hope many games will get an upgrade, so i can enjoy as example ac origins in 60fps as soon as possible on series x.
@desmondbrown5508
@desmondbrown5508 2 жыл бұрын
I'm honestly pretty impressed that a human-made algorithm works this well. And really, the biggest benefit to me for FSR 2.0 is that it's open source. Of course, if you use an AMD GPU, then this is what you've been waiting for. But even if you use an NVIDIA GPU, this will be extremely useful for games that don't implement DLSS 2.0+. And really, now pretty much every game should now come with at least some good upscaling technique to increase performance while maintaining decent quality, which is awesome. Would also be nice to see some games from the last year such as RE Village implement this on consoles. Something I'm unsure of, but would love to see if possible, would be for Reshade plugins to implement this technique. Then basically any game could receive the benefits of this. I'm unsure if a developer implemented version would fair better, though. I kind of doubt it since it's more programmatic and based on previously serviced frames alone without any specifics (such as what you'd receive with deep learning algorithms). So hopefully look forward to FSR 2.0 in reshade maybe, yaay?
@Phil_529
@Phil_529 2 жыл бұрын
Doubt it becomes part of Reshade. On the bright side NVIDIA has made a developer API called Streamline so DLSS/FSR/XeSS can be added all at once instead of leaving the market so segmented.
@rob4222
@rob4222 2 жыл бұрын
FSR 2.0 cannot be implemented in Reshade. This would be too good to be true
@Andy-qk4bl
@Andy-qk4bl 2 жыл бұрын
Did anyone else notice the strange sharpening happening around the device at 14:50 instead of the ghosting lines on FSR?
@Stef3m
@Stef3m 2 жыл бұрын
Very distracting, it's due to the compromise taken by AMD to avoid ghosting, there is not enough information on disoccluded pixel. DLSS seems much better at evaluating data from previous frames
@edragyz8596
@edragyz8596 2 жыл бұрын
14:53 This is image ruining for me, look at the left side of the device in FSR. There's a weird trail of sharpening or something that looks really odd in motion.
@Naryoril
@Naryoril 2 жыл бұрын
I'm surprised it wasn't even mentioned in the video.
@kratos6363
@kratos6363 2 жыл бұрын
Great content. A question: will it come to PS5 and XSX/S?
@Symovik
@Symovik 2 жыл бұрын
Xbox for sure, but probably on PS5 too. If i'm not mistaken this july Flight Simulator should start using FSR 1.0 on Series X|S. I'd say Q1 2023 and FSR 2.0 will be on consoles too
@garyad8796
@garyad8796 2 жыл бұрын
Console titles have been using temporal image reconstruction for quite a long time now. The result varies greatly between titles, but some of them are comparable to FSR 2.0. DF discussed the power of branding for upscaling techniques, and how it's not new in console space in a recent DF weekly episode.
@Symovik
@Symovik 2 жыл бұрын
@4K 60FPS As i said before, Xbox has confirmed it, we don't know about PS5 yet (it could, but until Sony says anything we don't know)
@kishaloyb.7937
@kishaloyb.7937 2 жыл бұрын
@@garyad8796 there are no image reconstruction technique on console that even comes close to FSR 2.0. The best among them is Insomnia's temporal injection and reconstruction which is kind of like GEN 4 TAAU.
@CaptnDeadpool
@CaptnDeadpool 2 жыл бұрын
Looks like playable framerates are back on the menu, boys!
@AIIEYESONME
@AIIEYESONME 2 жыл бұрын
Sub 60 FPS are not for playing!
@ardasevmis7583
@ardasevmis7583 2 жыл бұрын
@@AIIEYESONME My 1070 can finally run cyberpunk 1080p medium with 60+ fps all of the time, like a champ! Ty amd for being a bro for pascal users
@Lordbugbug
@Lordbugbug 2 жыл бұрын
jeez what a workload for this vid lol appreciate yall!!
@teddyholiday8038
@teddyholiday8038 2 жыл бұрын
I’d like to see this in Forbidden West on PS5. I don’t like the checkerboard rendering of the current 60fps mode, this would be much cleaner
@JamieRobert_
@JamieRobert_ 2 жыл бұрын
Guerilla don’t care lol
@teddyholiday8038
@teddyholiday8038 2 жыл бұрын
@@JamieRobert_ Uh. Ok.
@LeafyTheLeafBoy
@LeafyTheLeafBoy 2 жыл бұрын
@@JamieRobert_ they have an update improving the shimmering. hopefully they support FSR 2.0
@JamieRobert_
@JamieRobert_ 2 жыл бұрын
@@LeafyTheLeafBoy they’ve been saying that for months and nothing has changed they’re lazy
@DanKaschel
@DanKaschel 2 жыл бұрын
@@JamieRobert_ Ignorance and entitlement; name a more iconic duo.
@luciosergiocatilina1
@luciosergiocatilina1 2 жыл бұрын
Finally some tests that show how these techniques behave in motion!
@pixels_per_inch
@pixels_per_inch 2 жыл бұрын
I can't stand the reconstructed look of both DLSS and FSR especially in motion like 15:00. The flickering is very distracting and much worse than native + TAA
@JimBob1937
@JimBob1937 2 жыл бұрын
I'm still waiting for the DLAA, which was teased but I haven't seen much of. Effectively running DLSS but at native input/output, which in theory should combine the best of both worlds. Surprisingly, at times I find myself liking the DLSS reconstruction for image stability, but it still isn't as good as native during full blown movement.
@killermoon635
@killermoon635 2 жыл бұрын
He used performance mode at 15:00 Quality mode should be better
@AFistfulOf4K
@AFistfulOf4K 2 жыл бұрын
I hope "mediocre but universally compatible" doesn't win out over "superior but requires specific hardware," as tends to happen. If FSR and DLSS eventually become identical in performance and quality (similar to how everyone has good anisotropic filtering now), that would be cool though.
@pixelslaughter3492
@pixelslaughter3492 2 жыл бұрын
Completely agree. I wish consoles would use nvidia instead personally. Fsr 2.0 is a big improvement but nowhere near as good as dlss. I think machine learning is just the way to go and focusing on things like fsr are the wrong direction personally. Though I'd love to be wrong
@clownavenger0
@clownavenger0 2 жыл бұрын
As a 3080 owner i am happy to see competition and will most likely use quality mode in games that don't have DLSS support. That performance increase is well worth it.
@Phil_529
@Phil_529 2 жыл бұрын
@Bry Zeer lol "weak" 3080. This is like having a normal yacht instead of the Jeff Bezo yacht. It's still better than 99% of what's out there.
@birb_person
@birb_person 2 жыл бұрын
@Bry Zeer damn bro you bought the Ti for that 5% extra performance, real chad move.
@Phil_529
@Phil_529 2 жыл бұрын
@@birb_person Jensen's coffers are pleased.
@birb_person
@birb_person 2 жыл бұрын
@Bry Zeer 3080 Ti is still only a ~5% gain lol
@Phil_529
@Phil_529 2 жыл бұрын
​@Bry Zeer Sounds like it took you an awfully long time to get yourself a 3080 if the 3080 Ti was selling at the same time and you could still only get that "poverty" 3080. Keep saving them checks, the 4080 is going to be outsoon -- maybe you can afford one in 2024.
@chochopopstv3468
@chochopopstv3468 2 жыл бұрын
I loved that at the end of the video you decided you are done with the guy throwing stones and just snapped his neck off 😂❤️ great video and very informative though 🙏
@Zach_Films
@Zach_Films 2 жыл бұрын
Would be very interesting to see FSR 2.0 up against Epic’s TSR, feels like they behave very similarly in motion
@timmyp6297
@timmyp6297 2 жыл бұрын
I would hope FSR2 is at least 20-30 percent faster, because DLSS is 30-80 percent faster in every case vs TSR UE5.
@imadecoy.
@imadecoy. 2 жыл бұрын
3:43 Why does the grass look so much better on FSR 1.0 and 2.0 than DLSS?
@killermoon635
@killermoon635 2 жыл бұрын
Because of sharpening.
@imadecoy.
@imadecoy. 2 жыл бұрын
@@killermoon635 Looks more like the grass is being blurred on DLSS.
@Taijifufu
@Taijifufu 2 жыл бұрын
I've been waiting for the DF rundown. I think there are some aspects that look better with FSR 2.0, others better with DLSS. Kudos to AMD for making this. I would have liked however to see DLSS and FSR compared with the sharpening on FSR turned down and it turned up for DLSS.
@Phil_529
@Phil_529 2 жыл бұрын
I can't speak for FSR but DLSS sharpening is pretty much unusable if you enable HDR. The haloing becomes super apparent and is just best left disabled. However in SDR I find the sharpening slider can be useful. Hopefully it's something that can be improved upon.
@AlexanderKalish
@AlexanderKalish 2 жыл бұрын
An outstanding analysis by Alex, it shows great experience and attention to detail. Team DF always delivers.
@halbouma6720
@halbouma6720 2 жыл бұрын
Ampere is faster with FSR than Navi 2 likely because of its higher memory bandwidth. It can crunch through the frame buffers of data faster. AMD's infinity cache isn't able to compensate enough for this. Thanks for the video!
@richardtucker5938
@richardtucker5938 2 жыл бұрын
i think actually it is because compute shaders run faster on nvidia, and fsr 2.0 runs on compute shaders , as it is not just ampere and high res that runs faster, like for like cards run faster too, even at lower mem bandwiths
@renereiche
@renereiche 2 жыл бұрын
Fantastic video, Alex!
@fraktux
@fraktux 2 жыл бұрын
Hot Wheels Unleashed supported AMD FSR 1.0 and it looked amazing! Now with 2.0 released I can't wait for other games to implement it.
@asfdaew
@asfdaew 2 жыл бұрын
Saw lots of FSR 2.0 videos in my feed but I’ll always wait for Digital Foundry when it comes to stuff like this.
@youtindia
@youtindia 2 жыл бұрын
At this point I've dug through every review of FSR 2.0 (even translated some lol), every reddit post and every KZbin video yet I'm sure Digital Foundry will end up finding some info I had no idea about. Let's see what we got.
@RokkieSparrow
@RokkieSparrow 2 жыл бұрын
Whachu think?
@youtindia
@youtindia 2 жыл бұрын
​@@RokkieSparrow I had noticed shimmering and over sharpening in FSR. I had also noticed FSR not upscaling some alpha transparencies like the laser lines as Alex pointed out. Some new things that Alex pointed was character animation. I had not realized how much breakdown was happening there. Overall, I see there's still a decent room for improvement, but boy, for an upscaling technology that doesn't need dedicated hardware already reading 80-90% of where DLSS already is. That's seriously impressive. 1080p Performance mode is upscaling from 540p and 4k Performance mode is upscaling from 720p to give some perspective on how nuts FSR 2.0 is. It's not quite DLSS but it doesn't need to be there. I think it's amazing and I can't wait for more games to implement it.
@RokkieSparrow
@RokkieSparrow 2 жыл бұрын
@@youtindia do you think it’ll be as good or anywhere near as good or even available on console?
@youtindia
@youtindia 2 жыл бұрын
​@@RokkieSparrow Hard to say, but it's already an improvement over all temporal upscalers on console, so it's already ready to make a difference in consoles. Now if it can match DLSS, that's hard to say. DLSS uses tensor cores and leverages AI for reconstructing details, something AMD FSR by design cannot and hence it's possible that it might never top DLSS. But even reaching close without requiring additional hardware is a huge win so yay!
@RokkieSparrow
@RokkieSparrow 2 жыл бұрын
@@youtindia yayy
@PursuedByAMemory
@PursuedByAMemory 2 жыл бұрын
What a great video Alex!
@Sjbx
@Sjbx 2 жыл бұрын
Solid textures for me look best on FSR 2.0, but DLSS clearly has an advantage on anything that's only a few pixels thin like fences and wires.
@killermoon635
@killermoon635 2 жыл бұрын
Textures look like that because of sharpening. Noting to with FSR If you put sharpening slider to 0 instead of 10 it will look like DLSS However, sharpening slider only works for FSR in this game. But we have seen some games (like God of War new update) that has sharpening slider for DLSS. So the game thing can be done on DLSS
@jayantsiwatch1145
@jayantsiwatch1145 2 жыл бұрын
Great comparison 🔥
@otti3397
@otti3397 2 жыл бұрын
There's a already a dlss 2.39 plugin hat greatly improves the image quality of dlss 2.3 in deathloop so i wish you would've tried that but good video regardless
@superwhizz114
@superwhizz114 2 жыл бұрын
Where can you get it?
@marshinz5696
@marshinz5696 2 жыл бұрын
AMD won. Get over it. You paid for nothing.
@TheEPICskwock
@TheEPICskwock 2 жыл бұрын
@@marshinz5696Did you even watch the video?
@otti3397
@otti3397 2 жыл бұрын
@@marshinz5696 I'm sorry i don't talk fanboy, but if you watched the video you can clearly still see that dlss produces better IQ. Not that it matters tho they're both fantastic and will only improve 👍🏻
@branchprediction9923
@branchprediction9923 2 жыл бұрын
I doubt it. The human eye cant see more than DLSS 2.2
@davidvu2777
@davidvu2777 2 жыл бұрын
Thank you Alex for shifting the focus to the important comparison points. Many other channels are mostly comparing still images which i think dont say much about the quality of a temporal upscaling solution.
@CharcharoExplorer
@CharcharoExplorer 2 жыл бұрын
Honestly, AMD and Nvidia should give developers the TAA part of their DLSS or FSR 2.0 and make them use it. The reason Native even loses (sometimes) to a reconstruction in many games is due to very VERY poor TAA methods being used.
@lolroflmaoization
@lolroflmaoization 2 жыл бұрын
Upsampling and the anti aliasing are both handled by the machine learning model in DLSS they can't be broken apart, although technically you can use DLSS as anti aliasing method like DLAA it would justr be way more expensive performance wise than standard TAA, that would work for FSR 2.0 though but it would probably still be more expensive than standard TAA.
@Drack_077
@Drack_077 2 жыл бұрын
How do they get such clean DLSS in their videos? Whenever I test DLSS on games (Guardian of the Galaxy, Ghostwire Tokyo for example) the DLSS looks more aliased than native + TAA. HOW?
@DOMINOSMOFO
@DOMINOSMOFO 2 жыл бұрын
FSR was just added to Deep Rock Galactic in the latest patch. A game changer.
@ThaGeneralify
@ThaGeneralify 2 жыл бұрын
PC or console? Or both?
@DOMINOSMOFO
@DOMINOSMOFO 2 жыл бұрын
@@ThaGeneralify PC
@ThaGeneralify
@ThaGeneralify 2 жыл бұрын
@@kadupse don't bother with that one. He's the type to act high and mighty but be posting "I'm scared of zombies" under dying light videos. Her just wants attention.
@WonPXL
@WonPXL 2 жыл бұрын
Great work! Very thorough 🙏💫
@FlawlessWorldAces
@FlawlessWorldAces 2 жыл бұрын
DLSS is better but FSR 2.0 is impressive and open
@Xgamesvidoes
@Xgamesvidoes 2 жыл бұрын
Are you guys planning to cover the Duke Nukem Forever 2001 build leak?
@Tailslol
@Tailslol 2 жыл бұрын
i found out nvidia architecture tend to be faster in pure shader computing so if fsr 2.0 is shader based it could be why nvidia tend to be faster .
@richardtucker5938
@richardtucker5938 2 жыл бұрын
i agree i think this is why, compute shaders more efficient on Nvidia. They have focused on gpu compute a lot for a while now in cuda
@TheSliderW
@TheSliderW 2 жыл бұрын
Thanks for this in depth analysis. Gonna have to play some C&C TS now... X)
@madpistol
@madpistol 2 жыл бұрын
I find it interesting that Ampere runs FSR 2.0 better than RDNA2. It would appear that Nvidia designed Ampere to be a very compute-heavy architecture, between actual CUDA cores and Tensor cores. Ampere continues to be a very forward-looking architecture. Also, love your use of the Tiberium Sun soundtrack!
@Stef3m
@Stef3m 2 жыл бұрын
Same for Turing and NVIDIA received a lot of undeserved criticism for it, time proven them right
@ReaperHackz
@ReaperHackz 2 жыл бұрын
Thank you for all this hard work this video was amazing!
@PixelShade
@PixelShade 2 жыл бұрын
Could it be that FSR breaking up is being exaggerated due to the sharpening has been jacked up to MAX? It doesn't really matter if Arkane has set this to default as it should not be used in a way to create an uneven playfield to spotlight deficiencies in FSR 2.0 compared to DLSS. What this is, is cherry picking to make DLSS look better (both with motion and sub-pixel detail). I would also like to know how the frametime overhead data was collected on the Nvidia and AMD cards. Was it a single frame comparison or multiple runs with average data, and was RT turned on or not? (in order to get a more complete picture of what was being measured) Because when looking at Hardware Unboxed's results of average runs on the 3060Ti and 6700XT FSR 2.0 overhead was anything from 0.1ms to 1.1ms in favor of the 3060Ti using FSR 2.0. However, this was WITH ray tracing. Which does NOT isolate the performance cost of FSR 2.0 or DLSS 2.3 and this will make RTX cards look better. There are so much conditional data points that are left out in this tech review that I wouldn't trust its conclusion. And I don't understand why this is portayed as a tech war. Why the defensive position on DLSS? "This is no DLSS-killer", "this is great if YOU DON'T OWN RTX"... Sorry mate, but this channel has become an nvidia promotion channel. And It has to do with "how" things are covered. nuances in the grand scheme of things. How AMD branding is often avoided completely, and how the conversation (Even AMD Q&A) is always steered towards Nvidia. DF doesn't feel like independent media anymore. And this is not the feeling I get with Hardware Unboxed, Gamer's Nexus or even Linus Tech Tips... On the contrary it seems like you guys have a very close working relationship with Nvidia these days (with most of the promotional material is sponsored by nvidia). For me personally I have no brand loyalty, and I always try to look at hardware/software objectively and critically. And this video, unfortunately doesn't do that, similar to much of DFs coverage these days.
@pixelslaughter3492
@pixelslaughter3492 2 жыл бұрын
Rofl you people are so damn ridiculous. I've df accused of being shills for each company so many times I can't even keep it straight. Apparently they're biased towards xbox, ps5, Nintendo, pc, nvidia and even AMD. Maybe the reason he brings up dlss is because that's what a lot of people want to see it compared to and dlss is still better in every single way? It doesn't make fsr useless just second tier compared. It's so weird to see how when tech doesn't get the results some people want it must be a conspiracy on the part of df for some strange reason skewing the results in favor of x company. Don't be mad at df that amd is so far behind. They've made great strides but are still playing catchup. It's that simple.
@PixelShade
@PixelShade 2 жыл бұрын
@@pixelslaughter3492 I'm not complaining about the people personally at DF. What I am complaining about is the obvious flaws in testing methodology. And how much of the data and methodology is obfuscated. Like I said, I have no bias towards AMD. But there has been a shift in how DF cover tech across the board, no matter if it's John, Rich or Alex. If I look at Hardware Unboxed coverage of FSR 2.0, Tim comes to similar conclusion as Alex. Ultimately he slightly prefers DLSS over FSR 2.0, but also means that it's "much of a muchness", because it doesn't matter much. (this is my opinion as well) The difference is how they approach the topic and the nuances in the coverage. (with this being said, I was also critical to Tim's methodology of calculating percentage on FPS rather than frametime) To mention a couple of things that have been off with DF, further increased with the RTX3000-series launch: - DLSS 1.0 (which was really bad) was still seen in a positive light by Alex. DLSS 2.X has been treated as amazing black magic wizardry. - When FSR 1.0 was released it was never compared to DLSS 1.0 Although it was better. - In their FSR 2.0 preview discussion, the topic ended up being about how "insomniac has done it before.... it's nothing special.... it's not AI", so before actually seeing the tech, they are downplaying its importance. Same thing happened with FSR 1.0. - In QA's usually everything is nvidia related. If there is an AMD topic brought up the team steers it towards becoming an nvidia topic. - What DF covers these days coincide perfectly with nvidias vision of the future. Huge focus on RT and "AI" and is exactly inline with how nvidia want their products to be covered. (just go back and watch the nvidia and Hardware Unboxed debacle where nvidia wasn't pleased with their "editorial direction" and wanted to cut them off because they separated RT&DLSS content from the rasterized content.) - Sometimes there are awkward mentioning of "the power of AI" without any substance to back up what they mean, almost as if they "need" to talk about it or focus on it. - In AMD coverage, Nvidia branding is often mention more times than AMD. - In console coverage RDNA2 is hardly ever mentioned. AMD branding is hardly ever mentioned. (which was not case during the PS4 XBOne-era, when "jaguar cores" and "GCN" was frequently mentioned). - In the Matrix-demo, RTX and DLSS was mentioned more than AMD, even though the demo ran on RDNA2 hardware - their benchmark suite is predominantly nvidia sponsored- or favorable titles - RX6700 higher VRAM was downplayed in the review focusing on Doom Eternal, previous generation game. RTX3060 higher VRAM was on the other hand praised as a "nice added bonus" - Rich tone when covering AMD cards is much more critical, dissappointed and subdued. Nvidias coverage is much more enthusiastic. body language wise and tone of voice Some of these things might be unintentional, but I never get this feeling watching content from Hardware Unboxed, Gamers Nexus, or even Linus Tech Tips. Question is, why is that? My brother thought I was getting into tinfoil territory, but after 6 months without talking about it. he agreed with me. Ha started to view their coverage critically and DF don't hit the mark when it comes to independent journalism.
@yeahitsme4427
@yeahitsme4427 2 жыл бұрын
@@PixelShade you are totally on spot with your both posts. Unfortunately majority of people cannot catch this "tiny" signs. I'm not a subscriber and rarely visit this channel, but when i visit looking for some NVIDIA/AMD test i always have this same feeling. Oh, and why they are still using an 10900K? Budget concern, or AMD is not allowed to shine or be publicited? I know they have a business to run, but if Hardware Unboxed can confront and display NVIDIA shady doings, DGF could do even more for the sake of transparency.
@JimBob1937
@JimBob1937 2 жыл бұрын
Even with sharpening up, this wouldn't fix a lot of the issues with FSR shown in the video. The temporal stability issues would be there regardless. Full screen sharpening like this won't magically throw random pixel info causing temporal issues. The best you could say is the sharpening is making some of the flaws more apparent.
@PixelShade
@PixelShade 2 жыл бұрын
​@@JimBob1937 Of course not. Neither would DLSS's deficiencies be if sharpness was maxed out (ghosting would "pop" a lot more). What I am saying is that DF generally cherry pick handsomely in their coverage, as well as steer the conversation to make nvidia look favorable. This tech review has an extremely flawed testing methodology and it lacks transparency with the audience. Every viewer should be critical when presented numbers without knowing how they have been measured... And they should also be critical to visual comparisons when the conditions are completely different. If DF did the reverse and acted the same way for AMD as they are currently doing for Nvidia, I would been equally critical of their coverage. Since the RTX launch, DFs credibility has plummeted in my eyes. They have a lot of power, and they do influence viewers to think very highly of nvidia... unnecessarily so. Almost all their coverage since the RTX launch has been nvidia-centric.
@EVPointMaster
@EVPointMaster 2 жыл бұрын
I'm really curious about comparisons to Unreal Engine's upscaling. Especially because you should have full control over the sharpening in UE, no matter what upscaling you're using.
@MirelRC
@MirelRC 2 жыл бұрын
Isn't a DLSS killer, but it is a good option for those wanting to gain some performance without too much sacrifice.
@zedsdeadbaby
@zedsdeadbaby 2 жыл бұрын
It's very much like what AMD did with freesync - it's not exactly as feature-complete as gsync but it has completely usurped it for VRR on PCs just because it's an open standard. Buying a gsync-specific monitor is widely considered a waste of money that locks you to nvidia hardware. FSR 2.0 will do the same thing to DLSS because it's also an open standard that is hardware agnostic. It doesn't need to be exactly the same - just 80% of it. FSR 2.0 will again avoid the issue of locking users to certain hardware brands so it will be much more prevalent
@MirelRC
@MirelRC 2 жыл бұрын
@@zedsdeadbaby exactly. I am waiting for Intel's alternative. I am curious to see how that one will perform.
@marceelino
@marceelino 2 жыл бұрын
Open standard/source will always kill off proprietary technology.
@giserson2
@giserson2 2 жыл бұрын
Hopefully the algorithm gets some updates in the future to deal with the particle effect issues. With that it would provide a much more convicingly like-native or better than native image. The character movement ghosting issue could easily be hidden with motion blur so it's hardly much of an issue.
@ilusiil
@ilusiil 2 жыл бұрын
Perhaps for those who actually like motion blur....
@evostu7814
@evostu7814 2 жыл бұрын
Good progress by AMD but dlss is still king of image reconstruction.
@DanKaschel
@DanKaschel 2 жыл бұрын
Well, they do have a bit of a head start
@NamTran-xc2ip
@NamTran-xc2ip 2 жыл бұрын
@@DanKaschel who cares if they have a head start lol. I want the best possible
@yeahitsme4427
@yeahitsme4427 2 жыл бұрын
@@NamTran-xc2ip what best? Are you playing games with 3x Zoom? The so called "imperfections" dont get noticed on blind tests.
@ETophales
@ETophales 2 жыл бұрын
Nice, in depth test, but I agree with others that it would have been nice to test without sharpening, both to provide and apples-to-apples comparison with the DLSS images, and to see if the sharpening adds any cost to performance.
Tech Focus: TAA - Blessing Or Curse? Temporal Anti-Aliasing Deep Dive
28:04
Une nouvelle voiture pour Noël 🥹
00:28
Nicocapone
Рет қаралды 9 МЛН
Cheerleader Transformation That Left Everyone Speechless! #shorts
00:27
Fabiosa Best Lifehacks
Рет қаралды 16 МЛН
It’s all not real
00:15
V.A. show / Магика
Рет қаралды 20 МЛН
FSR 3.1 vs DLSS 3.7 vs XeSS 1.3 Upscaling Battle, 5 Games Tested
33:32
Hardware Unboxed
Рет қаралды 230 М.
Tech Focus: Nvidia DLDSR - What Does AI Downsampling Actually Do?
17:31
Digital Foundry
Рет қаралды 351 М.
God of War PC: AMD FSR 2.0 vs Nvidia DLSS Image/ Motion Quality Face-Off
23:29
Tech Focus - V-Sync: What Is It - And Should You Use It?
18:31
Digital Foundry
Рет қаралды 225 М.