AMD FSR antialiasing discussion

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I tried the Death Stranding FSR2 mod last night with my 1070 and encountered severe slowdowns/hitching. Not sure it was down to the mod but its the first time the game has behaved like that after many hours of play and it seemed to go away when I turned FSR off. I'll test again tonight but looks like the mod may be unusable for me at least in DS.
 
Watching the gdc talk as well as reading the codes on GitHub, frankly speaking I’m not really impressed. I feel fsr2’s tech decisions are mostly intuitive and more like an extension from common TAA techniques instead of anything ground breaking. At the end of day, it still falls into the classic trade off between ghosting and shimmering.

I hope amd can come up with an ai based heuristics solution, but without ml accel hardware, I could understand it is very less efficient than dlss2.

Apple has just released their upscaling solution MetalFX. From the wwdc talk, it features both spatial and temporal solutions and does not seem to utilize machine learning. Given the npu built inside apple’s mobile soc, it is kinda disappointing to see too. (Also apple doesn’t give out any implementation details in the talk, even the benchmark is more or less like a joke)
 
 
View attachment 6877

Awesome, I might try this out tonight.
 
The application-side FSR 2 API has not changed, so updating to FSR 2.1 from 2.0 should be simple. Developers should pay particular attention to the changes to the Reactive Mask to get the best quality upscale.
So what is it? Has it not changed or do developers need to pay attention? Sigh.
 
So what is it? Has it not changed or do developers need to pay attention? Sigh.
Probably just means it's easy as in its a drop in replacement.
But to make the most of the improvements need to update the mask.
That in itself doesn't mean its hard or not simple
 
fullsize_Farming_Simulator_FSR2-0.png
fullsize_Farming_Simulator_FSR2-1.png

So top is 2.0, bottom is 2.1
We can see the ghosting trails from the back of the harvester have disappeared in 2.1 As well we can see it's slightly sharper. However there's now some sort of artifacting around the mirror on the right that wasn't there previously. Also there's a temporal "zipper" artifact on one of the harvester's edges, right above the word "Nordsten". This results from overagressive temporal rejection, which some programmers seem to think is "correct" due to rejecting sub-pixel drift, however this is IMO entirely incorrect. Sub-pixel accumulation is the entire point of TAA, and even if tiny movements slightly decrease coverage of an area and introduce new pixel centers, the partial coverage is still correct and the zipper artifacts just look obvious and incorrect in either case.
 
View attachment 6889
View attachment 6890

So top is 2.0, bottom is 2.1
We can see the ghosting trails from the back of the harvester have disappeared in 2.1 As well we can see it's slightly sharper. However there's now some sort of artifacting around the mirror on the right that wasn't there previously. Also there's a temporal "zipper" artifact on one of the harvester's edges, right above the word "Nordsten". This results from overagressive temporal rejection, which some programmers seem to think is "correct" due to rejecting sub-pixel drift, however this is IMO entirely incorrect. Sub-pixel accumulation is the entire point of TAA, and even if tiny movements slightly decrease coverage of an area and introduce new pixel centers, the partial coverage is still correct and the zipper artifacts just look obvious and incorrect in either case.
I totally agree with you, but that image shows a great improvement overall. Kudos to AMD on this. Finally Radeon owners, and indeed all gamers, can rely on a very good upscaling solution regardless of whether the game is Nvidia sponsored or not!
 
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