AMD FSR antialiasing discussion

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Cyberpunk has native FSR 2.1 nowadays, though.
I wonder if the ghosting issues @GuardHei mention are fixed. From DF's video it doesn't seem to be a problem unless I am missing something. I can't test that myself 'cos I don't have the game. If they add XeSS support I might buy the game, as I like CD Projekt although I am not a big fan of open world games in city environments -never been into GTA for instance-.
 
I wonder if the ghosting issues @GuardHei mention are fixed. From DF's video it doesn't seem to be a problem unless I am missing something. I can't test that myself 'cos I don't have the game. If they add XeSS support I might buy the game, as I like CD Projekt although I am not a big fan of open world games in city environments -never been into GTA for instance-.
The ghosting issues were with the DLSS>FSR mod, not native support
 
The ghosting issues were with the DLSS>FSR mod, not native support
ah okay. DF video points out how good is the FSR 2 implementation overall. Their only gripe seem to be high velocity vectors.

Wonder if this is why a racing game like Redout 2 -fun series, I spent many hours playing the original version and got the 2nd game some time ago but still haven't found the time to play it- features XeSS but not FSR 2. With vehicles running at more than a thousand kmph, I tested the game some time ago rotating the camera to the side of the vehicle with XeSS enabled just to see if I could break it, but it was solid.
 
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anyone having issues with Need for Speed Unbound when you enable FSR 2 in the game? I get strange effects for no apparent reason. I wonder if it's due to Intel drivers or if it is a FSR 2 thing with this game. I haven't purchased the game yet -waiting for a XeSS patch, in fact XeSS is included in the game files-, I am using EA Play via PC Gamepass.

FSR 2 off, how the game actually looks.

true


FSR 2 on, that green overlay appears out of nowhere.

true


edit: definitely not a FSR 2 issue with this game, but it's Intel drivers.
 
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nice performance in Forza Horizon 5 with FSR 2 and RT on Extreme. Wish they also added XeSS to compare performance but anyways. I thought that having RT on Extreme setting would bring the GPU to its knees, but with decent settings (RT Ultra) I got an average of 117fps and 71 with most demanding settings set to Extreme.

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I thought that having RT on Extreme setting would bring the GPU to its knees
RT implementation in FH5 is very "lite". It's basically just player's car self reflections, and they are all very glossy (i.e. coherent).
I've been testing these myself and found out that I've actually got a 5% performance increase on a 3080 when going from "4K Ultra + MSAA" to "4K Ulta with RT Extreme + TAA".
On a 4090 going from "4K Ultra + MSAA" to "4K Ulta with RT Extreme + MSAA" results in just 6.4% performance drop.
 
It's too late to go through for me but that shuttered window under the light is far better than it was. Then at 1:40 the orange glass/type helmet transparency seems to be handled better, with its hanging tail (?) details with the red lights having more detail retained rather than being lost to the background? I'll look through it more later but there are some improvements for 1080p performance

 
It's too late to go through for me but that shuttered window under the light is far better than it was. Then at 1:40 the orange glass/type helmet transparency seems to be handled better, with its hanging tail (?) details with the red lights having more detail retained rather than being lost to the background? I'll look through it more later but there are some improvements for 1080p performance

So the FSR 3.1 seems to be a trade-off version rather than a total improvements over FSR 2.2.
 
Because FSR2 and FSR3 were analytical based generation. It was filter based. Now, we did that because we wanted something with a very fast time to market
What I told the team was, "Guys, that's not where the future is going." So we completely pivoted the team about 9-12 months ago to go AI based.
So now we're going AI-based frame generation, frame interpolation, and the idea is increased efficiency to maximize battery life

Two ways this is going to play out, either it's DP4a like, or hardware accelerated, earlier comments from AMD about gaining market share to gain more developer support could be part of this strategy. FSR was generic partly because AMD didn't have enough market share, maybe AMD wants more market share so that developers are easily convinced to deploy FSR4, Anti Lag 2 and other upcoming AMD specific tech.
 
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