AMD FSR antialiasing discussion

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I wish AMD could impelment RSR by internally reducing the resolution instead of getting the game to run in windowed mode and then upscale it. I'm effectively gaming at 1080p and the asset quality can differ wildly between games due to the engine doing different things with LoD.

Days Gone looks fine at both 1080p and 1440p, but Cyberpunk downgrades 1080p to such a level that it seems as if the game is perennially loading textures as you get close to objects. RSR in such a game will downgrade it even further, and those using it at 1440p would see much worse quality.

Pleasantly surprised by RSR doing the upscaling with fullscreened games. Freesync works absolutely fine now, while it was all jittery using the lossless scaling app and upscaling windowed games.

Now my wishlist for RSR is to get it to work with VSR, eyefinity setups and create custom resolutions on the fly. And, if possible, as I stated in my last post, to automatically reduce the render resolution instead of setting that in game so that the game engine still has the LoD of the higher resolution.

AMD have also introduced 8k VSR option for 1080p displays, have only seen PCGH make a note of that.
 
One can always cherry pick comparisons to suit whatever view they want to present.
FSR is very useful for many, integratable to pretty much anything with ease, provides good quality all things considered and is free of many issues of temporal methods.
Temporal methods have artifacting issues and are a lot harder to integrate into game engine and they need the engine to support specific features. When they work fine the quality is better, but spatial methods have their place on the market too and will continue to do so after FSR 2.0 comes out.

Did NVIDIA do a 180° turn when they released NIS while they already had DLSS? Didn't think so. So why is AMD making a 180° turn here?

And again, none of what you said is "holding the market back"
true that. I am using NIS on non "FSR-native games" all the time nowadays on my meagre GTX 1060 3GB, and now I can play most of my games at 720p 165fps --plus very low wattage. My display is 1440p native so yeah it's far from great -except in some games like Zombie Army 4 where you can't believe it's actually running at 720p- but it's much much better than 720p native with no upscaling at all.
 
true that. I am using NIS on non "FSR-native games" all the time nowadays on my meagre GTX 1060 3GB, and now I can play most of my games at 720p 165fps --plus very low wattage. My display is 1440p native so yeah it's far from great -except in some games like Zombie Army 4 where you can't believe it's actually running at 720p- but it's much much better than 720p native with no upscaling at all.

The biggest problem with NIS is that it can;t be used with HDR on pre-Turing GPU's. That makes it pretty much usable for me now given with W11 you can just leave it on and auto-HDR every game without native support.
 
The biggest problem with NIS is that it can;t be used with HDR on pre-Turing GPU's. That makes it pretty much usable for me now given with W11 you can just leave it on and auto-HDR every game without native support.
nVidia things, I can quite understand you, specially knowing that limitation is totally artificial. HDR is almost akin to the 3D graphics revolution, imo. I disabled it to play games using NIS on my GTX 1060 3GB.

I was quite hardcore against upscaling techniques and I preferred to play at 1440p low settings rather than any other res. 1080p looked HORRIBLE to me on my native 1440p display. FSR and NIS made that tradeoff palatable. In fact 1080p upscaled with FSR or NIS looks okay to me.

As I mentioned in the DF thread, I fixed my GTX 1080 today -so the GTX 1060 3GB is taking dust now- but I will be using NIS for the time being on most games and will decide to use HDR on some games over time -specially on games where it's well implemented-.
 
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Good job and congratulations! A great feeling, ain't it. :D
it is, as you can also affirm from the fixing, retrofitting, etc, of some computers from your family. It was tough to be used to the GTX 1080 and then having to use a GTX 1060 3GB (6GB variant would be okay for me) but I survived as a soldier of fortune.

It got to a point where NIS and FSR were a necessity for the GTX 1060 3GB, and I am still using them with the GTX 1080, 'cos your eyes don't bleed anymore from upscaling. The GTX 1080 can run games like ME Andromeda at 60fps 1440p supersampled -up to 20%- just fine, without dropping below 60fps, but I like smart pixels vs bruteforce pixels --taking into account the prices of the energy nowadays that seems more important than ever.
 
FSR 2.0 temporal upscaling uses frame color, depth, and motion vectors in the rendering pipeline and leverages information from past frames to create very high-quality upscaled output and it also includes optimized high-quality anti-aliasing.

Isn't FSR2 temporal upscaling basically Insomniac Spider-man / Ratchet solution done on PC?
 
All of those temporal "approaches" a re based on time, that why they are called temporal, that's in short all where they are similar
 
I'm a little blown away by RSR vs FSR. I've been playing Cyberpunk again and the difference in image quality bteween them is night and day. Whilst FSR made the game playable with RT on (Ultra) the resolution was pretty poor, very fuzzy and quiet alot of detail lost. RSR on the other hand handles 1440 to 2160 with almost no visibe degradation. Only things like power lines in the distance give it away. Pretty remarkable really.
 
I'm a little blown away by RSR vs FSR. I've been playing Cyberpunk again and the difference in image quality bteween them is night and day. Whilst FSR made the game playable with RT on (Ultra) the resolution was pretty poor, very fuzzy and quiet alot of detail lost. RSR on the other hand handles 1440 to 2160 with almost no visibe degradation. Only things like power lines in the distance give it away. Pretty remarkable really.
Each technology targets a different market. I think one of the troubles we have on the forum is that we look exclusively for the best and ignore smaller markets. But laptop gaming, weak GPUs etc; things like FSR and a little less RSR are really critical to getting these games to run.
They aren’t perfect of course; but being able to run say FSR at a driver level is a nice touch for weaker systems. It’s going to be better than a pure bicubic upscale. RSR is in a similar category; but engine integration makes it a little harder to implement
 
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