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I remain skeptical until I see some independent video comparisons.
Only a spatial Filter? :/
Yup, the patent described linear and non-linear upscaling, but no motion vectors.Anandtech seems to confirm that. Not really a surprise.
Anandtech seems to confirm that. Not really a surprise.
The 1060 footage looks pretty awful. But the 6800XT footage looks identical to native in my eyes. I'm confused.
6800XT footage 4K
The 1060 footage looks pretty awful. But the 6800XT footage looks identical to native in my eyes. I'm confused.
6800XT footage 4K
Four tiers as per this image:There are 3 tiers of IQ/Performance: Performance, Quality and Ultra Quality.
That wasn't the problem with DLSS 1.0DLSS 1.0s problem wasn't that it didn't use TAA
At this point AMD is not disclosing which games will support the technology, but the messaging right now is that developers will need to take some kind of an active role in implementing the tech. Which is to say that it’s not sounding like it can simply be applied in a fully post-processing fashion on existing games ala AMD’s contrast adaptive sharpening tech.
...
However the million dollar question – and the question that AMD won’t really be answering until the 22nd – is what the resulting image quality of FSR will be like. Like other upscaling techniques, FSR will live or die by how clean of an image it produces. Upscaling techniques are going for “good enough” results here, so it doesn’t need to match native quality, however it needs to be enough to produce a reasonably sharp image without serious spatial or temporal artifacts.
@Andrew Lauritzen made it pretty clear no relationship exists between TSR and FSR:Epic's Temporal Super Resolution was made in collaboration with AMD according to the UE5 documentation, so it's probably FSR + Epic's temporal reconstruction.
It's not, this is an Unreal algorithm/solution. AMD's thing is called "FidelityFX Super Resolution" (FSR) if I recall correctly.
I can easily tell the difference with anything else(quite subtle differences between DLSS Balanced and DLSS Quality at 4k for instance) on a 1080p monitor on Youtube(using a 1440p+ setting), so I dont know why this should be different.Also, do you have a 4K monitor? Otherwise you are not going to see huge differences in image quality. Especially not on a YouTube video.
TAA has been using motion vectors since its inception almost 10 years ago.
Then why AMD solution isn't using this, why it seems so basic after all this time?
Not all games use TAA, even though a lot do. It makes it more universal as a technique? Maybe makes it simpler to add to a game?
FSR should definitely be more compatible. The question is it any good. Of course AMD knows that it will be subject to intense scrutiny so hopefully the fact they’re releasing it means they’re confident it will hold up quality wise.