AMD FSR antialiasing discussion

Discussion in 'Architecture and Products' started by Deleted member 90741, May 20, 2021.

  1. Cyan

    Cyan orange
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    yes, it was. Thanks for sharing! Now I can safely say that it isn't just a simple upscale method -which is what I expected tbh- nor it is a DLSS 1.0 case once again.

    with technologies like this low-end hardware from the year 2023-2024 on can be running AAA games with little power consumption, which imho is the point of this, and where energy efficiency is key (for me it is, on any device, no matter how advanced), it makes hardware like the Aya Neo or GPD Win more appealing.
     
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  2. iroboto

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    lol true, I was projecting on their behalf here. I was expecting them to show me FSR for counterstrike et al. I was quite confused when I didn't see it.

    As for latency, you're right. TAA can add some blur/shimmering which may not be desirable for esports games however. Depending on how TAAU would be implemented, players may feel that it's better to have FSR over TAAU even though TAAU would be visually superior from a graphical fidelity perspective, it may not be from a pure functional perspective.
     
    #442 iroboto, Jun 23, 2021
    Last edited: Jun 23, 2021
  3. trinibwoy

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    Meaning that if you’ve implemented TAA you already have all the ingredients for TAAU. So might as well go all the way.
     
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  4. It looks like it can, and it seems superb.

    Here is Riftbreaker @ native 1080p versus 1440p FSR Ultra (i.e. native 1080p) + downscaling, performance loss of 4% in a RTX 2060:
    https://imgsli.com/NTg1MjU

    Native 1080p versus 4K FSR Performance (native 1080p) + downscaling, no performance loss:
    https://imgsli.com/NTg1Mjc

    Native 1080p versus 1323p FSR Quality (native 882p) + downscaling, 29% higher performance:
    https://imgsli.com/NTg1MjQ



    The 4K FSR Performance + downscaling looks awesome in the still pictures, but I don't know if it looks good in motion as I suspect all those white pixels might be shimmering.


    Here's the reddit post:

     
  5. dskneo

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    Damn
     
  6. Jay

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    It also renders at native resolution without DRS. Although don't know what's available on PC.
     
  7. nAo

    nAo Nutella Nutellae
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    Well, without a temporal component a spatial upscaling filter alone is likely to magnify temporal artifacts in undersampled areas, which obviously become more prevalent once you start lowering the rendering resolution.

    Does any the of the launch FSR games use it without TAA?
     
  8. How is the lack of temporal AA going to magnify temporal artifacts when using a spatial upscaling filter?

    Clarification: I always thought of temporal artifacts as artifacts created by temporal techniques: ghosting, shimmering, etc.
     
    #448 Deleted member 13524, Jun 23, 2021
    Last edited by a moderator: Jun 23, 2021
  9. Dictator

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    I think @nAo means temporal artefacts, like pixel popping, shimmer, specular aliasing, etc. Without TAA a modern game would be pretty darn aliased in ways a spatial upscaling filter cannot solve (it does not even begin to tackle that), unless it was also spatially supersampled as well.
     
  10. DegustatoR

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    There are TAA artifacts and temporal "artifacts" also known as temporal aliasing. Generally speaking TAA's main advantage over spatial AA (FXAA/SMAA/MLAA) is the ability to get rid of temporal aliasing.
     
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  11. neckthrough

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    This appears to be a pretty good spatial filter. It's better than I expected based on those awful initial press shots. But it's not better than my expectations of the limits of a spatial filter. It'll be interesting to compare it vs. Lanczos et. al.

    I suppose there's a case to be made for another arrow in the quiver of upscaling techs that include DLSS2, TAAU/TSR, and other in-house temporal reconstructions (e.g. Insomniac). But all of those are starting from a hugely advantageous position of having multiple frames of input data. It's just not possible to make up for that handicap.

    Essentially it's a really good steam engine when the world has moved on to electric/diesel (probably not a great analogy but that's how I perceive it).
     
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  12. OlegSH

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  13. MfA

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    Why do people keep calling TAAU TSR?
     
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  14. neckthrough

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    Cool, thanks for putting this together.
    Could you add a dab of sharpening (either CAS or a post-process unsharp mask) to the FSR image? I think that would make for a more even comparison.
     
  15. neckthrough

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    AFAIK TSR is the new (marketing?) name for TAAU in UE5.
     
  16. DegustatoR

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    It's what UE5 TAAU is called.
     
  17. Scott_Arm

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    I’m pretty sure it’s not just a marketing name.

     
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  18. trinibwoy

    trinibwoy Meh
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    It’s also easier to say. I like it.
     
  19. OlegSH

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    You can download screens below and play with sharpening in irfanview or in some other viewer.
    Lanc screen
    FSR Ultra
    Sharpening is technically already applied to both - CAS for the 1080p in low resolution and some kind of improved CAS is a part of FSR.
    Internal resolution is mostly the same - 1080p for Lanczos upscaling and 1100p for FSR Ultra. FSR Ultra has slight resolution advantage, but it attempts to reconstruct edges, so some texture details might get washed out with such processing, some might get slight improvements (such as the aliased specular highlights in theory).
     
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  20. cho

    cho
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    #460 cho, Jun 23, 2021
    Last edited: Jun 24, 2021
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