Maybe makes sense to merge this thread with the other one about AMD FSR. Should've posted the video there.
Maybe makes sense to merge this thread with the other one about AMD FSR. Should've posted the video there.
No thank you. I'll just reduce the resolution and smear Vaseline all over my screen if I want to destroy my image quality and depth of field for a bit of performance boost instead of using a post processing effect...
So FSR happens after the AA phase, meaning a game is free to use whatever AA solution it wants including TAA.I'm not sold on this. My understanding from DF (which, even if it goes against the grain, backed its reasoning thoroughly and made an excellent argument) is that if a game doesn't use TAA, or temporal data, to increase detail in a lower-res render, this is fantastic and basically does it for that game.
If it does, however... And the problem is, that's most major engines and games out there.
So, where does this fit in? Don't get me wrong. The only Nvidia tech I own and am aware of, resides in my Switches. With the consoles, I have a vested interest in them getting this right. I just don't think it's there yet, for most games that already have similar solutions in place.
Well, I don't agree with this poster about the tech. Whatever his opinions of DF is doesn't really matter here. The big elephant in the room is can this FSR best or even match DLSS 2.0. That answer is clearly a "no". Nvidia put a lot of work into their hardware supported DLSS solution with ML. AMD is behind on that and RT. It's just the way it is at the moment. Watching the article seems to portray that AMD's solution has a LOT of drawbacks. The video comparisons don't lie and we can all see the implementation in use. It's just not good enough.I didn't particularly like DF's analysis for this one. When they compare the simple upscaler and the TAA, the texture of the trunk and the moss on the trunk is clearly better on FSR compared to both other options, yet, somehow they failed to see that...
Considering how enthusiastic DF was about DLSS 1.0, and how apathetic and critical they are of FSR, can't say that I can call them trustworthy on this one. And if you look through the comments on their video, there are multiple people that agree. Here's one (scroll down to see the highlighted comment for yourself).
In my eyes, the quality loss of "ultra quality"- and "quality" FSR in 4K isn't actually that substantial (especially when you stop pixel peeping and start playing), and the lower tier modes is basically made for iGPUs, something AMD has been very honest about. I don't necessarily feel like this video portray the benefits of FSR, only the negatives. Which quite honestly isn't right. DLSS has equal amount of drawbacks as FSR. And I am a bit afraid that DF has jumped on the nvidia hype train and now they have a hard time getting off. Especially about FSR since Alex made some pretty bold statements on the technique before seeing it in action. I love DF but I still question their objectivity due to nvidia sponsored videos, their game benchmark selection (which mostly represent nvidia sponsored titles) as well as the nvidia narrative in language use (often using nvidia terminology instead of independent industry standards). The main reason for this concern is not really Alex contributions to DF but rather Richards weird cherry picking in GPU reviews, the nvidia sponsored content in conjunction with the big navi release. The way these things combined creates a narrative that don't sit right with me. I love DLSS as tech, but as a developer I am actually even more excited for open source solutions like FSR and other techniques, since it gives me more freedom and control of the image upscaling.
Agreed that image quality is not quite as good as DLSS2.0+ (although clearly much better than 1.0). I don't think anyone has claimed otherwise, DLSS definitely wins out with overall IQ in a best to best scenario. However FSR1.0 seems to get pretty close and produce a very good image without necessarily introducing ghosting in movement that DLSS is notorious for or any of the other weird artifacts issues that most people gloss over.Well, I don't agree with this poster about the tech. Whatever his opinions of DF is doesn't really matter here. The big elephant in the room is can this FSR best or even match DLSS 2.0. That answer is clearly a "no". Nvidia put a lot of work into their hardware supported DLSS solution with ML. AMD is behind on that and RT. It's just the way it is at the moment. Watching the article seems to portray that AMD's solution has a LOT of drawbacks. The video comparisons don't lie and we can all see the implementation in use. It's just not good enough.
It's not even close, DLSS can do really impressive things with low resolution inputs.Agreed that image quality is not quite as good as DLSS2.0+ (although clearly much better than 1.0). I don't think anyone has claimed otherwise, DLSS definitely wins out with overall IQ in a best to best scenario. However FSR1.0 seems to get pretty close and produce a very good image without necessarily introducing ghosting in movement that DLSS is notorious for or any of the other weird artifacts issues that most people gloss over.
DLSS is definitely the superior overall tech, however it is also more difficult/time consuming to implement as a developer vs FSR, and more importantly FSR is cross platform with consoles as well and doesn't require dedicated hardware to run which means it can be used on almost all GPUs, which is a pretty big advantage.
Where FSR seems to really fall down is lower resolution inputs, to be clear DLSS loses quality here too as it is only natural that lower input data in will produce a lower quality output, but DLSS seems to be far better than FSR here when it comes to making a good image from a lower quality input, really great work from Nvidia here.
As for articles and opinions, there seem to be tons out there but almost everyone agrees that FSR produces good results and they are happy to have it as a feature. The only mostly negative review came from DF who seemed to go against the consensus of the rest of the tech community, which makes it worse that their methodology was so flawed, but I don't want to keep harping on about that or going into ever further detail.
But articles and videos are all well and good, we can actually use it right now if you own any of the supported games, and if not anyone can download the Riftbreaker demo from steam for free and test it out with their own eyes, results by all accounts seem to be pretty good.
It's not even close, DLSS can do really impressive things with low resolution inputs.
It's a different technology.
We should wait until a game supports both so we can do some direct comparisons.
Based on what exactly?Well, I don't agree with this poster about the tech.
It's more an observation than an 'opinion'. And many people are seeing it. More importantly, as posted previously by IrishWhiskey, DF actually made a critical mistake once again. And, you cannot deny that in the three-way comparison, the trunk and moss looks sharper on FSR than both TAA and 'simple', yet he argues that FSR doesn't improve texture quality. That alone should already raise some red flags that something is wrong. There is either malice or incompetence, and, it looks to be incompetence. And at this point, if you still defend DF, you either have not done your homework, or you're THAT biased that you refuse to accept reality. If it's the latter, just know that I won't be wasting my time trying to explain what is actually going on.Whatever his opinions of DF is doesn't really matter here.
Whether something is the "best" or not, depends on the criteria that you use, presume or require. If you need a car to drive to work in an urban city for 15 minutes, and you have to pick a Bugatti or a Toyota, the Toyota is still the better choice. Even if the Bugatti is faster in every way.The big elephant in the room is can this FSR best or even match DLSS 2.0. That answer is clearly a "no".
Why should we as the end user care how much work companies put in? Isn't it the result that matters...? And I'm talking practical results, not prick-waving results.Nvidia put a lot of work into their hardware supported DLSS solution with ML.
Why do you need to bring up RT in this discussion? This is pretty much more prick-waving at this point, which somehow you always seem to do when the subject involves nVidia and AMD.AMD is behind on that and RT. It's just the way it is at the moment.
Alright. Show us how many more drawbacks FSR has compared to TAA.Watching the article seems to portray that AMD's solution has a LOT of drawbacks.
In case of DF, the video comparison DOES lie. Go read the reddit post linked by IrishWhiskey. TAAU disabled depth of field. Depth of field purposefully adds blur to certain parts of the image, as I'm sure you know. And the fact that exactly in that scene, the trunk and moss in the FSR image looks superior should tell you something.The video comparisons don't lie and we can all see the implementation in use. It's just not good enough.
Ok. Let's just skip the detailed line by line rebuttals and do this. I have not read the algorithm that FSR implements and I'm certain that if I read docs on it, I can determine without seeing anything which solution is better. For the record, I'm a sucker for complete and utter native resolution everything. 4k backbuffers, 4k textures or higher, 4k depth/stencil buffers, and 4k post-processing buffers. When it comes to sampling theory, I'm used to doing as little as possible to the original signal unless putting a low-pass filter kernel on it will remove unwanted noise in the rendered frame. So I'm only biased in what solution will give the most accurate and cleanest results. Tricks are well and dandy for realtime but ultimately they suck at being the perfect solution when it concerns rendering.It's more an observation than an 'opinion'. And many people are seeing it. More importantly, as posted previously by IrishWhiskey, DF actually made a critical mistake once again. And, you cannot deny that in the three-way comparison, the trunk and moss looks sharper on FSR than both TAA and 'simple', yet he argues that FSR doesn't improve texture quality. That alone should already raise some red flags that something is wrong. There is either malice or incompetence, and, it looks to be incompetence. And at this point, if you still defend DF, you either have not done your homework, or you're THAT biased that you refuse to accept reality. If it's the latter, just know that I won't be wasting my time trying to explain what is actually going on.
Whether something is the "best" or not, depends on the criteria that you use, presume or require. If you need a car to drive to work in an urban city for 15 minutes, and you have to pick a Bugatti or a Toyota, the Toyota is still the better choice. Even if the Bugatti is faster in every way.
The same applies here. You have preemptively put the framework that FSR is only viable if under the condition of 400% zoom and static image analysis, it turns out to be superior to DLSS 2.0. But that is simply biased, and well, it's a perspective based on ego, arrogance and prick-waving.
The real questions for every upscaling tech are the same;
Can you tell the difference in image quality during normal gameplay? If not, it's good. If you can, does that difference justify the performance?
And obviously, NO ONE could actually tell the difference between 4K native and Ultra Quality FSR under normal circumstances. Multiple reviewers have confirmed that they had to double check whether FSR was actually on, in case of 4K with UQ-FSR. The majority could not tell the difference between 4k Native and Q-FSR either. It's at balanced that they started to notice the difference becoming larger. Obviously at lower resolutions it's less efficient.
If that is the result, what does it matter, if when you zoom in on static images, DLSS looks slightly better? There is a reason the majority of people, including the ones that have 1000 series nVidia cards, are happy with this tech.
Then there is the little fact that FSR does not somehow lock out other techniques. There is nothing stopping any developer from using TAA then upscaling with FSR. They are not mutually exclusive. There is very little wrong with this tech. But yet, once again, it's AMD's... So... Yeah, let's nitpick it and trash on it as much as possible. Am I right?
Why should we as the end user care how much work companies put in? Isn't it the result that matters...? And I'm talking practical results, not prick-waving results.
Why do you need to bring up RT in this discussion? This is pretty much more prick-waving at this point, which somehow you always seem to do when the subject involves nVidia and AMD.
And it's not as if AMD is 'behind'. They purposefully chose another approach in order to have as wide a market as possible, which is a smart move considering the position they are in. You should see all the people on older nVidia cards praising this tech, to for example bring additional life to their GTX 1070 cards.
Alright. Show us how many more drawbacks FSR has compared to TAA.
In case of DF, the video comparison DOES lie. Go read the reddit post linked by IrishWhiskey. TAAU disabled depth of field. Depth of field purposefully adds blur to certain parts of the image, as I'm sure you know. And the fact that exactly in that scene, the trunk and moss in the FSR image looks superior should tell you something.
Additionally, Alex confirmed that he actually turned ON sharpening for the 'simple' upscaler and TAAU, giving them another edge over FSR.
There is so much wrong with the DF video it's not even funny. There are enough people doing their own testing, posting their own lossless screenshots and comparisons, to show that DF's 'review' has a lot of faults. And anyone that still believes that DF is the only good one and everyone else is wrong, I'm sorry, but you're simply not credible anymore, because you have proved you are incapable of objectively determining what is correct information and what isn't.
Having said that, I took DF's video with a non-skeptical mindset and trusted their results shown. If people are now saying that the difference between the two techniques is minuscule, then I want proof.
I generally agree. But then again, when it was DLSS, everyone forgot about native, and even claims of it being better than native were being thrown around everywhere. Not by you though, at least, not as far as I have seen.Ok. Let's just skip the detailed line by line rebuttals and do this. I have not read the algorithm that FSR implements and I'm certain that if I read docs on it, I can determine without seeing anything which solution is better. For the record, I'm a sucker for complete and utter native resolution everything. 4k backbuffers, 4k textures or higher, 4k depth/stencil buffers, and 4k post-processing buffers. When it comes to sampling theory, I'm used to doing as little as possible to the original signal unless putting a low-pass filter kernel on it will remove unwanted noise in the rendered frame. So I'm only biased in what solution will give the most accurate and cleanest results. Tricks are well and dandy for realtime but ultimately they suck at being the perfect solution when it concerns rendering.
Then I have to ask; Did you notice that the trunk and moss were sharper on the FSR image compared to TAAU and simple upscaling? Did that not ring any bells nor raise any flags?Having said that, I took DF's video with a non-skeptical mindset and trusted their results shown. If people are now saying that the difference between the two techniques is minuscule, then I want proof. I'm used to seeing correct renders for many years and I could definitely notice the differences in rendering without zooming in on pixels especially if I'm allowed to see the game loop run in realtime. But I realize that I'm one of the odd men out on this one so it's a moot point on whether I specifically can notice as opposed to the general masses.
I can live with that.Let's start over and you make your claim. I'll properly investigate it with no bias whatsoever. Deal?
You are not wrong. At least, not entirely. 10 years is a bold statement, and the SMUs are doing part of the work, not all the work. But other than that, this is all true. I will not delve further into RT in this thread, because I consider that derailing.On the RT front, I'm sorry but AMD chose a most inferior solution by using the SMUs to do the work instead of dedicated hardware. That's not going to get them very far in the next 10yrs or so. That's why I say they are behind. They simply cannot compete with the money and resources that Nvidia has. It's not being a fanboy, it's just being realistic. What's my proof? Wait for their next generations of hardware and let's see if they stick to the SMUs as a means for accelerating RT as opposed to making their own dedicated custom hardware.
Do you happen to know what timeframe in the video you are speaking about the tree trunk?Then I have to ask; Did you notice that the trunk and moss were sharper on the FSR image compared to TAAU and simple upscaling? Did that not ring any bells nor raise any flags?
I concur that the filter kernel is too aggressive with TAAU with these images.To add to my previous example, here are the 3440x1440 Kingshunt images taken by the redditor who discovered the DoF bug.
Bare in mind that this resolution is even below 4K target so with a 4K target FSR would look a little better again as it would be using a higher base resolution.
In both of these images DoF has been disabled. Both are 3440x1440 21:9
FSR Ultra Quality - 158FPS (same average)
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TAAU 77% Render Scale - 159FPS (same average)
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As you can see the FSR image is noticeably sharper than the TAAU image, including the wall and tree textures. The TAAU image is much blurrier, especially if you look at the tree foliage.
In addition due to TAAU being TAA based it suffers from standard TAA issues in movement such as ghosting which FSR does not.
So how could this TAAU be superior to FSR as many people, DF included are claiming when the above clearly shows the opposite in a best to best comparison? And this is not even the absolute best case scenario for FSR as these images are below 4K resolution, but they are high enough above 1440p that FSR Ultra works well here.
Lets look at a zoom comparison of the images:
FSR Character:
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TAAU Character:
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FSR TREE:
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TAAU TREE:
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FSR WALL:
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TAAU WALL:
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Just to clarify, the images I included above are not from DF's review. These images are from the redditor who discovered that DF's comparison had DoF enabled. He figured out how to disable it and then ran his own tests at Ultrawide 3440x1440.I concur that the filter kernel is too aggressive with TAAU.
I'm going to watch the video at this frame to see what they are comparing.
For the record, I never liked TAA because it introduces a high aggressive kernel that removes detail from the normal maps (which are extremely accurate in height values). With that kind of precision, just a small low-pass filter will remove a lot of the values at the upper end of the curve. I run my games with no AA at all. I can even tell that DLSS 2.0 average/performance modes blurs the image noticeably than no AA. DLSS 2.0 in quality mode though is sufficient enough to run with little change to the rendered image.
Found it with timestamp here:I'm going to watch the video at this frame to see what they are comparing.
Yes, that is exactly what was happening due to a bug in the render pipeline when they forced TAAU into these games. While they are UE4 titles, they are not designed with the TAAU feature/plug in in mind. DoF was forced off in TAAU due to this bug in the render pipeline caused by forcing this TAAU mod into these games.Do you happen to know what timeframe in the video you are speaking about the tree trunk?
UPDATE: Found the timeline.
I agree with you guys about the textures BUT the transparency textures on the veil is another matter. Are you saying that DOF was enabled on the AMD and not on the TAAU comparison? If they are both disabled in the DF video, then FSR is indeed missing information where transparency masks are involved in motion.
I can't get in the weeds on this. I just don't have the education, outside of enjoying dipping into the technical part of things and learning at my own pace.So FSR happens after the AA phase, meaning a game is free to use whatever AA solution it wants including TAA.
FSR has been tested on multiple tech channels vs simple render scale and render scale+sharpening and FSR wins out handily.
I don't really watch much of DF content but by all accounts they are normally quite good, knowledgeable and thorough but in this case as the evidence mounts it has become clear they are showing their ass with their FSR take.
I'm assuming it was likely because their video was rushed, but for a channel that is all about pixel counting, fine details and graphics techniques to not notice that DoF was turned on on FSR and off with TAAU is pretty damning, especially given that it had to be pointed out by random redditors. The DoF change is the main difference between their comparison of TAAU and FSR which makes FSR appear more blurry and which was the main evidence used by them to claim TAA/TAAU based solutions were superior.
So how did this DoF bug/mistake happen? Well both Godfall and Kingshunt are UE4 games, TAAU was added in to the engine and can be forced via command line arguments/config changes. So the games render pipelines were not designed to take into account TAAU, hence there are bugs with DoF where TAAU diasbles it, showing a much cleaner image compared to FSR or the "simple native upscale".
In addition the DoF effect seems to be kind of bugged anyway as the character models in focus shouldn't be getting affected by the effect but anyway, not really the point I'm making.
Once DoF is disabled you can see that the FSR image looks way better than it did before and that FSR and TAAU are both quite close with each having different pros/cons in the image and how they handle certain elements of it.
Speaking of TAAU for a second (which is Unreal Engines new temporal upscaling method/plugin) it suffers in motion from artifacts and ghosting, such as any TAA based solution will as such FSR doesn't introduce these artifacts and would (in theory) look better in motion compared to TAAU. Granted I'm not an expert on either tech, just explaining my understanding.
I'm concentrating a lot on the DF review here but that is because this is where most of the misconceptions and negativity regarding FSR come from in the tech community at the moment. So for now lets continue talking about DF's take.
They show 3 side by side comparisons, the first one is some undefined "simple upscale". Nobody knows what this means or how it has been achieved. Do they mean they took a still image and applied some upscale/sharpening filters in something like photoshop/after effects or a similar program? If so then it is not really an apt comparison as things like FSR/TAAU/DLSS all work in real time in a game and whatever this is would not.
So if it is not post processing on a single still image....are they using some kind of render scale? Are they using sharpening? Nobody knows as they have been completely opaque about it.
Just to be clear, I'm not angry about this or having a go at you or anything, just stating some inconsistencies and issues I have with DF's methodology in this case.
So back to FSR vs TAAU, they both seem to be great options so I'm very happy we are getting more options and not locked in to one hardware vendor or another. However in DF's comparison (even if we remove the terrible DoF effect which is 95% of what makes the FSR image look worse) they show the worst case scenario for FSR which is a 1080p->4K upscale using the performance mode.
This is fine from an academic standpoint vs TAAU 1080p->4K, however they mention the performance (FPS) are essentially the same but don't show any frame graphs or metrics, which seems pretty odd given that is there whole schtik, I'm assuming it was likely due to lack of time rather than any kind of malice but it does seem odd that they seemed very reluctant to show any FPS charts/metrics with any of the FSR modes (not specifically with relation to vs TAAU).
So in other words we don't actually know if the performance in FPS is close/the same with those two modes compared, and some other people running independent tests to recreate this are getting different results so I'm not sure what the deal was with this from DF, but again I put it down to lack of time most likely.
EDIT: Actually upon further inspection it looks like Alex from DF locked the games to 60FPS during his FSR vs TAAU test, then looked at GPU utilization % and used that as a "performance" comparison to say that "perfomance is essentially identical", rather than....you know actual FPS performance. Worse than I thought...
So back to resolutions, we know FSR works best with higher input data/resolutions and we know nobody recommends using performance mode, so in a realistic scenario they should have compared best to best (Ultra Quality FSR vs best case TAAU) to get a fuller picture as well as the lower res upscale comparison. I'm happy they did the lower resolution input comparison as it does show some of the weaknesses of FSR, but they should have also balanced that with higher resolution comparisons to show how people would actually use both in games and for a more well rounded overview.
I mean if graphics techniques and comparisons are your whole deal and purpose of your channel then it presents some pretty huge oversights and problems with methodology all of things I've mentioned above. Again I'm assuming it is likely due to the time constraints for most of it, but some of these are pretty inexcusable oversights, especially when you have the reach/audience of DF and people take their word on tech as gospel.
Anyway, sorry if this seemed like a sperg out, I was just reading a ton about the issues with DF's video today and lots of people have pointed out those issues, which makes sense as to why almost the entire rest of the tech reviewer community seems to have an opposite take to DF here. I don't generally have an issue with DF and I don't think they are fanboys or paid shills or whatever, but they had a bad take here and for the sake of trying get an objective view on these new technologies they should be called out on where they might have messed up to improve in future.
I've seen Leadbetter apologize. I've seen a few others do it also. I've never seen Alex do it.I can't get in the weeds on this. I just don't have the education, outside of enjoying dipping into the technical part of things and learning at my own pace.
But I will say after years of following them, this is the one journalistic outfit I would trust not to get it wrong, to account for everything, and to promptly apologize if they did. If it's their word versus the tech-tubers, which I don't think much of, I pick their word. We'll see if that makes me wrong or not, but they've earned that sheer level of faith in them.
That's a fair enough take, afterall they are by all accounts normally pretty good with this stuff. As I said I don't have any axe to grind against DF in general.I can't get in the weeds on this. I just don't have the education, outside of enjoying dipping into the technical part of things and learning at my own pace.
But I will say after years of following them, this is the one journalistic outfit I would trust not to get it wrong, to account for everything, and to promptly apologize if they did. If it's their word versus the tech-tubers, which I don't think much of, I pick their word. We'll see if that makes me wrong or not, but they've earned that sheer level of faith in them.
Here's DF discussing the tech, implementation, use cases and future of FSR. I found it to be very interesting.