AMD FSR antialiasing discussion

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I think it's more of an indication that these early FSR 2.0 releases are somewhat of a real world beta testing of 2.0.
We'll likely see these "3 days" only after the source code release.

Checking GoW out and it seems that they've actually "upgraded" FSR from 1.0 to 2.0:

Screenshot2022053122.png


No FSR 1.0 option anywhere I can find.

So on static scenes FSR2 Q is very close to native, only a tad softer. P on the other hand is noticeably blurrier, likely too much to be countered with a sharpening post.
DLSS is noticeably sharper than both native and FSR, P is leagues better than respective FSR2 mode by default. Q is a matter of preference, it's sharpness can probably be equalized with sharpening tweak.
The scene I've tested (the very first one after you start a new game) gives me on a 3080:
With DLSS P actually being usable here while FSR2 P is rather blurry.

Attached PNGs to numbers above.

Another interesting point: FSR2 modes consume ~0.5GB more VRAM than respective DLSS modes here. All in all it's still an easy choice on an RTX GPU.

Interestingly there appears to be much higher memory use with FSR2 vs DLSS as well.
 
So in motion there's noticeably more aliasing/flickering on transparent textures with FSR2 than with DLSS (any mode). The most obvious is Kratos' beard, of course.

There's also noticeable breakup of reconstruction in areas which are disoccluded by Kratos' and Atreus' models (even at ~100 fps but on a 144Hz LCD; I imagine it will be more visible on OLEDs and faster LCDs).
Visually similar to "grain" seen in Deathloop on disocclusion of the scene from under the 1st person weapon model.
This is basically happening all the time here as the game is 3rd person.
Not a deal breaker but it's certainly more visible (to me at least) than a slight ghosting in same situations which you get with DLSS.

Water surface shader on a stream at the beginning of the game is ghosting all over itself with FSR2. With DLSS its just gives out an overall lower resolution look.
Let me see if I'll be able to make a comparison.

gow-dlss-native-fsr2nek60.jpg


Both are rendering differently than at native but FSR2 here looks pretty much broken to me.

What FSR2 does better however is reconstruction of high contrast edges in motion. DLSS tend to produce a noticeable "oversharpnening-like" halo in such situations while FSR2 doesn't.
The only way to get rid of them with DLSS is to drop the sharpness slider to 0 - which while may be okay to some is not a universal solution. This seems to be a sharpening implementation issue more than a DLSS one though.

Generally it's a great 3rd showing for FSR2 I'd say considering that it runs on any GPU out there.
 
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I'm surprised nobody's tried comparing it to God Of War's built in TAAU solution. That's where FSR 2.0's selling point really lies, not vs DLSS. Relatively easy to implement into games supporting it, in terms of supported GPUs they're the same.

Surely it would be much more interesting to get both performance and image quality comparisons to that TAAU pass instead, no?

(TAAU is enabled by default when using the render scale slider iirc).
 
I'm surprised nobody's tried comparing it to God Of War's built in TAAU solution. That's where FSR 2.0's selling point really lies, not vs DLSS. Relatively easy to implement into games supporting it, in terms of supported GPUs they're the same.

Surely it would be much more interesting to get both performance and image quality comparisons to that TAAU pass instead, no?

(TAAU is enabled by default when using the render scale slider iirc).
Go ahead and do one.
My interest lies in comparing to DLSS as this is what I'm using on an RTX GPU.
 
Since AMD's lead developer mentioned they have different FSR 2.0 algorithm "paths" for different vendors as well as different generations, I wonder if this is an optimization issue.
 
I'm surprised nobody's tried comparing it to God Of War's built in TAAU solution. That's where FSR 2.0's selling point really lies, not vs DLSS. Relatively easy to implement into games supporting it, in terms of supported GPUs they're the same.

Surely it would be much more interesting to get both performance and image quality comparisons to that TAAU pass instead, no?

(TAAU is enabled by default when using the render scale slider iirc).

AMD vs. Nvidia (or Intel) is where the interest lies and what therefore sells. If you really look at the bulk of tech enthusiasts discourse and media coverage for that demographic you'll see how mostly everything at the core is framed along those lines. It's been like this for decades now (well ATI vs. Nvidia if far back enough).
 
Personally while I'd very interested in the TAAU comparison as it gives an idea of the true utility of FSR, particularly in the console space.

Of course I'm equally if not more so interested in the DLSS comparison since it directly impacts my next purchasing decision. I.e. is lack of DLSS capability in my next GPU still a deal breaker.
 

Another God of War FSR 2.0 comparison.
 
Wasn't santa monicas hand-tuned good enough, probably better than FSR2?

Their TAAU is very good. Played a little bit further and FSR2.0 is overall not on the same level. Here is another example where the ingame TAAU comes very close to DLSS Performance while FSR 2.0 is falling apart:
FSR 2.0 P: https://drive.google.com/file/d/190WTVFMCz6mNO3-loxDf2cExq5BIyd27/view?usp=sharing
TAAU@65%: https://drive.google.com/file/d/1xm8AWJHmk9cwBeMRuyIstyypo9dfRTNw/view?usp=sharing
DLSS P: https://drive.google.com/file/d/1x1kHcu1KBReWZV1LfPWEwiq7WJPZwLLI/view?usp=sharing
 
Their TAAU is very good. Played a little bit further and FSR2.0 is overall not on the same level. Here is another example where the ingame TAAU comes very close to DLSS Performance while FSR 2.0 is falling apart:
FSR 2.0 P: https://drive.google.com/file/d/190WTVFMCz6mNO3-loxDf2cExq5BIyd27/view?usp=sharing
TAAU@65%: https://drive.google.com/file/d/1xm8AWJHmk9cwBeMRuyIstyypo9dfRTNw/view?usp=sharing
DLSS P: https://drive.google.com/file/d/1x1kHcu1KBReWZV1LfPWEwiq7WJPZwLLI/view?usp=sharing
My eyes can't see much difference, apart from the fact that the water looks considerably worse with FSR.
 
Their TAAU is very good. Played a little bit further and FSR2.0 is overall not on the same level. Here is another example where the ingame TAAU comes very close to DLSS Performance while FSR 2.0 is falling apart:
FSR 2.0 P: https://drive.google.com/file/d/190WTVFMCz6mNO3-loxDf2cExq5BIyd27/view?usp=sharing
TAAU@65%: https://drive.google.com/file/d/1xm8AWJHmk9cwBeMRuyIstyypo9dfRTNw/view?usp=sharing
DLSS P: https://drive.google.com/file/d/1x1kHcu1KBReWZV1LfPWEwiq7WJPZwLLI/view?usp=sharing

Hence i wonder why go the lengths and implement FSR2 for a title like this.
 
FSR has now been ported to a MPV shader. The results are interesting I guess. I don't think it's much different than typical TV scaling / edge enhancement though.
 
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Looks oversharpened with DLSS, horrible to me.


Their TAAU is very good. Played a little bit further and FSR2.0 is overall not on the same level. Here is another example where the ingame TAAU comes very close to DLSS Performance while FSR 2.0 is falling apart:
FSR 2.0 P: https://drive.google.com/file/d/190WTVFMCz6mNO3-loxDf2cExq5BIyd27/view?usp=sharing
TAAU@65%: https://drive.google.com/file/d/1xm8AWJHmk9cwBeMRuyIstyypo9dfRTNw/view?usp=sharing
DLSS P: https://drive.google.com/file/d/1x1kHcu1KBReWZV1LfPWEwiq7WJPZwLLI/view?usp=sharing

I think TAAU looks clearly soften and has less details than FSR and DLSS.

https://imgsli.com/MTEwNTcw/0/1

https://imgsli.com/MTEwNTcy/0/1

https://imgsli.com/MTEwNTcz/0/1
 
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Looks oversharpened with DLSS, horrible to me.
I despise oversharpening. In fact I'm often repulsed by what many people may consider "mild/moderate" sharpening. That DLSS shot does not look oversharpened to me. I don't see any telltale halos. It just seems to be resolving more detail.
 
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