AMD FSR antialiasing discussion

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

  1. gamervivek

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    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.
     
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  2. Cyan

    Cyan orange
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    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.
     
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  3. pjbliverpool

    pjbliverpool B3D Scallywag
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    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.
     
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  4. Cyan

    Cyan orange
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    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-.
     
    #1144 Cyan, Mar 19, 2022
    Last edited: Mar 19, 2022
  5. digitalwanderer

    digitalwanderer Dangerously Mirthful
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    Good job and congratulations! A great feeling, ain't it. :D
     
  6. Cyan

    Cyan orange
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    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.
     
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  7. pharma

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  8. Globalisateur

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    Isn't FSR2 temporal upscaling basically Insomniac Spider-man / Ratchet solution done on PC?
     
  9. DegustatoR

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    TAAU has been done on PC for years now in UE, and yes, it is similar.
     
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  10. Kaotik

    Kaotik Drunk Member
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    Similar in the sense of "it's temporal", the rest is just guesswork.
     
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  11. DegustatoR

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    You know more than one approach to temporal image supersampling / accumulation?
     
  12. Krteq

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    Well, which one do you mean? There are several algorithms which can be used for temporal filtering etc.
     
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  13. DegustatoR

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    Filtering can be different (and can mean a lot of things since that's where DLSS does the most of its magic) but the base idea is the same in all of these approaches.
     
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  14. Krteq

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    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
     
  15. DegustatoR

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    No, there are a lot more similar in them. They all do jittering, adjust texture LODs, etc
     
  16. Krteq

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    Wait a sec. How can any temporal filter adjust texture LOD?

    I think we are both meaning something different
     
  17. BoardBonobo

    BoardBonobo My hat is white(ish)!
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    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.
     
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  18. iroboto

    iroboto Daft Funk
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    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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  19. PSman1700

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    Is this tech going to be available to Samsungs phones that have RNDA2 gpus onboard?
     
  20. iroboto

    iroboto Daft Funk
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    It’s open source. So I believe it’s technically possible.
     
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