DLSS is on the right.This one lacks description. Which one is FSR / DLSS? Thanks.
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DLSS is on the right.This one lacks description. Which one is FSR / DLSS? Thanks.
My guess would be FSR2 is the one with more reconstruction breakup which is the left one.This one lacks description. Which one is FSR / DLSS? Thanks.
This one lacks description. Which one is FSR / DLSS? Thanks.
I asked, because in the previous image DLSS was on the left and FSR on the right. Also, the review at PurePC shows, that DLSS has IQ issues - leaves a lot of jagged edges, e.g.:
https://www.purepc.pl/misc/img_comp...pl/files/Image/red_temp/1652594278_16_ncb.jpg
Usually gradients vanish in bright areas of image when AA operates in HDR space before tonemapping, then gradients are usually destroyed after quantizing color to the LDR space, might be the case hereAlso, the review at PurePC shows, that DLSS has IQ issues
Cables of the hanging lamps are also affected, so it seems to be related not only to bright areas.Usually gradients vanish in bright areas of image when AA operates in HDR space before tonemapping, then gradients are usually destroyed after quantizing color to the LDR space, might be the case here
Still looks like the HDR resolve issue to me. Accumulating details in LDR space has other drawbacks)Cables of the hanging lamps are also affected, so it seems to be related not only to bright areas.
Looks only logical to me, DLSS quality should have more samples to work with (if jittering sequence has the same length), so it can produce more gradients, so there are more chances these gradients would survive tonemapping and again there is more information loss in high contrast areas, such as on the black wires in front of the bright window, that has always been the case with HDR AA resolve before tonemapping to LDR.I'd expect that HDR-related issue would affect all the edges similarly (some are fine, some are aliased), and quality wouldn't be affected by DLSS quality-settings.
These are wrong numbers since 1440p resolution scene here is very likely CPU bound, you need a GPU utilization counter to make sure scene is not CPU bound, which is available on the next page - https://www.techpowerup.com/review/amd-fidelity-fx-fsr-20/3.html
GPU utilization here is 97% in 1440p, which indicates GPU bound scene.
DLSS Quality on 3080 takes 1.01 ms for 4K reconstruction vs No AA 1440p
FSR 2.0 Quality on 3080 takes 1.66 ms for for 4K reconstruction vs No AA 1440p
You can search for DLSS integration guide where execution times are highlighted for different RTX models, the calculations above align with DLSS execution time numbers in this guide.
Alex tested a 1060 vs a 580. Despite the 580 having almost 50% more FP32 compute and 800% more FP16 compute a 1060 runs the algorithm faster.
Is there HDR setting in the game? Probably they tested the game in HDR mode.And whats up with their absurd aliasing with DLSS on the circular light in the centre of the room ? Why is it missing entirely in my pics ?
This didn't happen with the previous "DLSS killer" in the form of FSR1 and I will be surprised if it will with FSR2 as adding DLSS or FSR2 to a game which supports one of them should be a very easy task.I'd say I wouldn't like if the option of DLSS was excluded due to FSR 2.0 on a future game based on what I've seen for sure