AMD FSR antialiasing discussion

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

  1. vjPiedPiper

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    Man i'm such a dummy. I didn't even think about using other forms of visual info, ie feature maps, as an input into your final NN.
    You could even do a simple edge detection filter and then turn that into a vector based descriptor for a resolution independent description of edges.
    I guess thats how you get nice clean edges on your upscaled image.

    I wonder what other kinds of feature maps they could/would be using as inputs into the upscale process.
    It's a real pity they have any access to an Engine level depth map, which would be super useful for this stuff
    I guess they could generate it, but no where near as accurate.
     
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  2. OlegSH

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    Thanks, I am aware of macroses. Slower speed dp4a would have been noticed immediately and caused a lot of questions from CUDA community, but I don't see any.
     
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  3. pTmdfx

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    Having looked into this further, this does seems like a documentation issue on Nvidia's part. I mean, who in the right mind would not expect the hardware vendor's own Tuning Guide to be the source of truth of their own hardware?

    :-D
     
  4. trinibwoy

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    The Tuning guide doesn’t explicitly say anything about other GP10x chips. So it can be neither right or wrong :)
     
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  5. CarstenS

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    The authors of said tuning guides should cross-check with the executives of product segmentation. Not all features are accessible in all SKUs. That being said, I was unaware of differences in SMx functionality between x02, x04 and x06.
     
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  6. chris1515

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    Unreal Engine 5 demo is using AMD Temporal super resolution

    https://community.amd.com/t5/blogs/...s-in-unreal-engine-5-early-access/ba-p/473407

     
  7. DegustatoR

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    Seems like it's using it's own temporal supersampling though - which is already present in UE4 but is expanded in UE5? The wording isn't clear. They would probably call it FidelityFX SR if it was that.
     
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  8. PSman1700

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    Its a UE5 engine feature, hence it running on anything.
     
  9. Krteq

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    Well, "wording" is pretty similar... at least in UE5 release notes - Super Resulution, Fidelity etc.
     
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  10. DegustatoR

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    FSR is expected to run on anything too.

    But it does invoke an interesting question: would UE5 (and other "big" engines) even integrate FSR if their own solution will end up being about 90% similar? Would there be any benefit to this?
     
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  11. chris1515

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    This is not AMD but Epic solution.
     
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  12. chris1515

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    Sorry wrong thread
     
  13. BRiT

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  14. orangpelupa

    orangpelupa Elite Bug Hunter
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  15. orangpelupa

    orangpelupa Elite Bug Hunter
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  16. nAo

    nAo Nutella Nutellae
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    Apparently it's a spatial-only filter..

     
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  17. Panino Manino

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    To use "motion vectors" is only viable with specialized hardware like tensor? Or normal compute power is enough?
     
  18. nAo

    nAo Nutella Nutellae
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    TAA has been using motion vectors since its inception almost 10 years ago.
     
  19. PSman1700

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    RDNA3 and up will see improvements im sure.
     
  20. techuse

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    I remain skeptical until I see some independent video comparisons.
     
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