AMD FSR antialiasing discussion

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

  1. Subtlesnake

    Regular

    Joined:
    Mar 18, 2005
    Messages:
    347
    Likes Received:
    126
    He was talking about TAAU, not DLSS, and the point is that it is able to reconstruct the line due to the jitter introduced by the sampling process, not because there is some "A.I" guessing what a line should look like.

    Edit: You linked to an earlier video where he was talking about DLSS 1.0, but he explains his reasoning in the latest video, in relation to TAAU.
     
  2. PSman1700

    Legend

    Joined:
    Mar 22, 2019
    Messages:
    7,118
    Likes Received:
    3,088
    Some seem to know better than AMD here :p
     
  3. TalEth

    Newcomer

    Joined:
    Jun 28, 2021
    Messages:
    18
    Likes Received:
    10
    "DLSS 1.0 was using machine learning to get a better understanding of oh this is a wire so it needs to be a full line..."
    What reasoning? Maybe that was changed with DLSS 2.0 and with the advancements in AI. It was able to understand when a wire is displayed in DLSS 1.0 but now it got smarter and all it does is to "more intelligently combine samples taken over multiple frames, by throwing away less data...".
     
    Randomoneh likes this.
  4. Subtlesnake

    Regular

    Joined:
    Mar 18, 2005
    Messages:
    347
    Likes Received:
    126
    Listening to that clip again, he indeed seemed to be talking about DLSS 1.0's ability to "guess" missing detail – which isn't present in DLSS 2.0, as Nvidia make clear in that presentation. As they describe, the problem with the former approach is that it can "hallucinate" detail that isn't there in the native image.
     
    Dictator likes this.
  5. Frenetic Pony

    Regular

    Joined:
    Nov 12, 2011
    Messages:
    807
    Likes Received:
    478
    I was sure DLSS 2.0 was still an AI upscaler? I remember seeing a highly upscaled Control video using it, and it having a bunch of false noise detail. Or is it just using AI to guess history rejection? In which case it really isn't any different from TAAU except via the methods it's utilizing temporal data.

    Well it'd be nice if Nvidia specified at all what they're doing; but at least I guess they revealed that much.
     
    Randomoneh likes this.
  6. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,678
    I believe DLSS 2.0 is essentially that. It is trained vs hand-tuned heuristics for upscale, anti-aliasing and sharpening. The inference model takes in a colour, motion vector, depth and I think luminance. Maybe something else I'm forgetting.
     
    Frenetic Pony likes this.
  7. trinibwoy

    trinibwoy Meh
    Legend

    Joined:
    Mar 17, 2004
    Messages:
    12,055
    Likes Received:
    3,109
    Location:
    New York
    Textures in FSR shots look sharper for reasons well documented in this thread. The brick wall in FSR at Quality/Ultra looks pretty good in that particular shot. If nothing else FSR is a great advertisement for sprinkling a little sharpening even at native resolution in some games.

    There are lots of other cases where sharpening just looks terrible because it emphasizes artifacts - specular aliasing, grainy reflections, hair etc. Presumably developers will be able to tweak the amount of sharpening FSR applies in their specific game.
     
    DegustatoR, Lightman and PSman1700 like this.
  8. CarstenS

    Legend Subscriber

    Joined:
    May 31, 2002
    Messages:
    5,800
    Likes Received:
    3,920
    Location:
    Germany
    I guess they would prefer to keep the storyline about that special bit of AI/DL/ML magic, that fits their narrative of useful tensor cores for gamers so well.
     
    Randomoneh likes this.
  9. Subtlesnake

    Regular

    Joined:
    Mar 18, 2005
    Messages:
    347
    Likes Received:
    126
    pharma and Dictator like this.
  10. TalEth

    Newcomer

    Joined:
    Jun 28, 2021
    Messages:
    18
    Likes Received:
    10
    You are right it sounds like an enhanced TAAU and it makes you wonder if there is any reason to "train" the neural network with all kinds of images. It made more sense if it was based on inference, if it "knew" how a wire looks and was trying to reconstruct it from very little input data.
     
    Randomoneh likes this.
  11. trinibwoy

    trinibwoy Meh
    Legend

    Joined:
    Mar 17, 2004
    Messages:
    12,055
    Likes Received:
    3,109
    Location:
    New York
    Training DLSS to identify specific higher order objects like wires actually doesn’t make sense at all. It’s simply trying to guess the right color for each pixel which is a much more fundamental problem that includes wires and any other shape you can imagine. It could very well be the case that there is a combination of weights and nodes in the DLSS network that implicitly corresponds to “this pixel is part of a line” given the history buffer, depth buffer and surrounding pixel neighborhood.

    TAAU (and FSR) also tries to guess the right color for each pixel. The only difference is that it’s hand coded and by definition limited in the practical number of scenarios it can handle optimally. If there is a truly generic and concise algorithm that works for every pixel in every frame from every game then hand coding a bunch of if-then-else statements is just fine.

    The whole point of ML is to iteratively and automatically develop a solution where there is no such hand coded algorithm that works optimally for every pixel in every game (and is fast enough for real time).
     
    Newguy, digitalwanderer, BRiT and 5 others like this.
  12. Lightman, Cyan and Krteq like this.
  13. jlippo

    Veteran

    Joined:
    Oct 7, 2004
    Messages:
    1,744
    Likes Received:
    1,090
    Location:
    Finland
    Looks quite nice, just as expected.
    I wonder what AA he used, there was still quite a bit of aliasing left.. so perhaps not TXAA.

    Will have to test someday, might have GTAV installed.
    If slider goes really low this might be very interesting.
    Use TXAAx4, 25% scaler and full 200% version of DSR..
    Should be decently temporally stable image, blurred upscaled by FSR and DSR to get back to native resolution.

    Might be nice soft look.. (Perhaps with CRT shader on top.)
     
    #734 jlippo, Jul 1, 2021
    Last edited: Jul 1, 2021
    Lightman and Cyan like this.
  14. techuse

    Veteran

    Joined:
    Feb 19, 2013
    Messages:
    1,424
    Likes Received:
    908
    TXAA in this game is broken. It looks nearly indistinguishable from MSAA+FXAA.
     
    jlippo likes this.
  15. jlippo

    Veteran

    Joined:
    Oct 7, 2004
    Messages:
    1,744
    Likes Received:
    1,090
    Location:
    Finland
    Well, that not optimal.
     
  16. DegustatoR

    Veteran

    Joined:
    Mar 12, 2002
    Messages:
    3,240
    Likes Received:
    3,393
    Lightman and PSman1700 like this.
  17. Malo

    Malo Yak Mechanicum
    Legend Subscriber

    Joined:
    Feb 9, 2002
    Messages:
    8,929
    Likes Received:
    5,528
    Location:
    Pennsylvania
    Can GTA mods inject shaders in the rendering path prior to post process and HUD?
     
  18. nikobellic

    Joined:
    Jun 26, 2021
    Messages:
    3
    Likes Received:
    10
    This mod basically replaces original GTA5 upscaler (when using Frame scale mode in Advanced Graphics Settings lower than display resolution) with FSR implementation.
     
    Blooper, Lightman, Krteq and 5 others like this.
  19. Cyan

    Cyan orange
    Legend

    Joined:
    Apr 24, 2007
    Messages:
    9,734
    Likes Received:
    3,460
    that guy is a god! Also he made the best possible comparative ever, by uploading the images where he uploaded them (framerate included!).

    Screengrabs of the comparative he uploaded, they have the best visualisation system I've seen yet:

    Original upscaler VS FSR upscaler: https://screenshotcomparison.com/comparison/15394
    Native VS FSR #1: https://screenshotcomparison.com/comparison/15427
    Native VS FSR #2: https://screenshotcomparison.com/comparison/15428
     
    Blooper, Lightman, jlippo and 2 others like this.
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...