No, problem with REV village is that that the TAA is broken in the PC version and much less effective compared to console version. The checkoarding technique is actually pretty good.That's great news and a great feather in FSR's cap IMO. The one area that REV falls short in vs the console versions (aside from the DRM issue which is being resolved) is in it's checkerboard upscaling technique which I understand is pretty poor vs the console version. I would hope that FSR can do a much better job and at least equalise things in that regard, if not give the PC version the advantage. It'd be nice to see Alex do an update to the current REV face off once FSR is in place and the DRM issue has been patched out.
No, problem with REV village is that that the TAA is broken in the PC version and much less effective compared to console version. The checkoarding technique is actually pretty good.
If that's the case then FSR may not help at all. Shame the game doesn't support DLSS which would replace the TAA altogether.
I think it's only a matter of time until a method to apply FSR 1.0 into virtually anything will come to fruition, be it through the GPU's driver (of any IHV) or through an unofficial patch.
But you really don't want something like FSR integrated as a post process filter as it's imperative that game post-processes like bloom, DOF, CA etc, and HUD of course are applied after FSR.FSR seems to be a perfect fit for something like Reshade. It's basically a post process filter. The question is how does it get the app to request a framebuffer at the upscaled resolution.
Agreed. Proper plumbing of FSR is desirable vs a bolt-onIt will work but the results will be subpar.
Good news for future Steam Deck users.
Are Steam Deck users going to be playing games at 4K, with or without FSR? As long as FSR doesn't involve a sub-sampling optimization then I see no reason to be optimistic about using it in cases where your input buffer has inadequate spatial sampling (low resolutions, non-anti-aliased images.) It feels like FSR right now is cashing cheques that were written by some of DLSS 2.0's remarkable results at lower resolutions.
We're talking about a 4 Watt mobile solution with shared memory here. It's pretty clear, that this is not the stuff that will run CP2077 in 4K ultra-max-epic-RT. As long as it does not introduce too many artifacts of it's own, I welcome the option to choose whether or not it's a net-win for me on a game-per-game basis wrt quality vs. playability.Are Steam Deck users going to be playing games at 4K, with or without FSR? As long as FSR doesn't involve a sub-sampling optimization then I see no reason to be optimistic about using it in cases where your input buffer has inadequate spatial sampling (low resolutions, non-anti-aliased images.) It feels like FSR right now is cashing cheques that were written by some of DLSS 2.0's remarkable results at lower resolutions.
Ultimately, however, the problem of blurring in the game is so great that even FSR should only be activated on "Ultra Quality" in emergencies and then only in Ultra HD. The combination produces a very useful result, but it is no longer possible to speak of comparable image quality. With FSR she suffers visibly - always. A comparable image quality cannot be achieved with FSR in Resident Evil Village. Here it may be more sensible to reduce individual graphic options first.
https://www.computerbase.de/2021-07/resident-evil-village-amd-fsr-test/2/Here FSR simply stumbles on the game's own TAA, which unlike Nvidia's competing technology DLSS, has to be used with FSR. And since the game's TAA reacts to a reduced rendering resolution with massive blurring, FSR is automatically blurred as well. And that already applies to the highest FSR setting "Ultra Quality" in Ultra HD.
Something is not quite right in that video. Here is the original video that pic came from:seems DLSS uses way too much imagination on the speakers
View attachment 5746
EDIT:
the blotchy pattern on the side of the speaker also changed a bit in DLSS
What do you propose to compare FSR with? It doesn't really work without some kind of AA which is TAA in most games.I can only hope that we don't start a trend of comparing FSR with crap, low quality TAA while DLSS disables TAA in the menu using their own.
Although I find your question disingenuous as I made it quite clear that TAA in Avengers was garbage. It did make me ponder on it further.https://videocardz.com/newz/amd-fid...-fp32-fallback-tested-native-fp16-is-7-faster
What do you propose to compare FSR with? It doesn't really work without some kind of AA which is TAA in most games.
There is no "own post processing solution" in FSR for AA. FSR must be used on an AAed image which means that it must use whatever a game has for AA.And to answer your question FSR should also use it's own post processing solution.