went to GPUopen to check things about Reactive masks.... from what i saw, FSR can into translucent elements, but that has to use those masks, which are added to UE plugin, but not to normal pipeline, anything that has not movement vectors but animations should be redirected through that pipe to make translucent and animated elements better soooo.... modder is just someone who reads lots of documentation and devs did basic implementation nice post #4 about FSR 2.1/2.2 from October 19, 2022, has some comparisons even with AMD adding it themselves
This is exactly why good and detailed documentation is important. Or else people are just gonna half ass things cause they don't know how it should work.
Meaning developer just implement FSR 3.1 because of the deal they had with AMD not because they genuinely interested to implement the tech as best as possible.
Honestly, it's a missed opportunity for amd to not hire the mod creator. Just let them show the rest of the team how things should be implemented and everyone wins.
I think some people here are confused judging by the comments. The problem isn't AMD's development of FSR (at least not in this case), it's the developers of games not implementing a feature correctly. The fact a modder can do better shows this. The modder gets the same files, packages, dlls and documentation developers get (because open source), so working with the same thing does better. It's not like the modder has access to change Adrenalin Drivers or the hardware layer itself. How is that AMD's fault? Now if you want to talk about why AMD hasn't integrated Machine Learning (ML) algorhythms? That's a different story. While AI gets put about a lot as a buzz word, all these 'AI' things current available or in development are just different types of ML, and it's not 'brand' new, AMD should have invested in developing effective ML 'cores' for their GPU's as early as 6000 series although more realistically 7000 series. Recent rumors say the reason 8000 series will have no highend is because RDNA 5 will be a full rewrite, if that is true, it could be a way of including ML into the architecture, but is another case of AMD follow from a couple steps behind. It's become a bit of a meme but Radeon really does need a Ryzen moment. But again, what they have done with FSR without ML is very very impressive, when you think about how many cards can run it, even Nvidia's older customers (whom they wish would by a card every generation by locking software features to older models). If the developers would actually use it to it's full potential, while not reaching DLSS levels would be a truer showing. If you have nothing else good to say about AMD's open source policy at least look at how it allows others to fix lazy people's faults for the benefit of the majority.
Incorrect, it's not just game developers. FSR has fundamental flaws, which modders have improved. Saying the problem isn't AMD developers is disingenuous. Saying it's solely their problem would be just as much so. They share blame, because they are without a doubt rushing features to try and catch up with Nvidia and they are far less fleshed out as they should be on release because of that.
@@Abadeez I am not sure why we are blaming anyone, it's pretty amazing what they have done with just code and without any dedicated hardware like Nvidia uses. It will never be as good as dlss but the fact it has got close enough to where I would now use it if needed is really impressive . It also works on any gpu , along with the frame generation which I found to be surprisingly useable. Nvidia couldn't even unlock that for last gen nvidia cards and amd has done it almost as well and made it work on most gpus [with enough vram], regardless of brand
@@Abadeez I have noticed that the quality of fsr can depend on how stable the game is at native res. If there is flickering at native it will be replicated and usually made worse by fsr. Where as dlss can negate it sometimes as it is using machine learning to learn what images should look like and adjusting them. Even fsr 2 looks great in the Witcher 3 so if the devs put in the time it can be done if the game is pretty stable to begin with
Its great that fsr can be better, but it sucks that developers are dropping the ball on proper implementation. When people say fsr is bad, it makes me think what game did they tried it on where the developers didn't do much of anything to try to make it look good or the best that it could possibly be. Thanks for updating us on this.
This is a proper implementation for the developer that had to implement it. What you want is optimizations which require time, time that the lead decided is not worth it during the implementation phase once FSR was functional. The modder has time to optimize it. They have deadlines and once a system is working as intended they get moved to the next thing and so on, that's especially true for AAA games. The developer(s) did their job and once it was done was tasked with something else. The lead had to okay it as done.
Once again this shows why gaming industry is in such a bad state when one guy does a better job than whole teams of devs that know everything about the game
AMD really just sends them this. Implementation of FSR is a much more copy paste process than you might realize. Don't get me wrong, you still need to understand what and how you're implementing it into your game, but as far as the base snippets, it's pretty copy paste, especially with open source software. You can't just mash code together so they do spend time on the implementation but it's not a crazy amount of time. Optimizations, which is what this mod is, is something different which in AAA gaming is not a luxury afforded to most developers during the implementation phase, especially not for something like FSR. FSR is never going to be their #1 concern because of that. So a modder who makes it their concern is already getting the implementation of it to re-use but can spend time to optimize it unlike the one guy that probably implemented FSR got it running without errors then was moved to their next task.
This man is the AMD messiah. I think AMD is using AI, but in small quantities; they're using mixed precision FP16 inference for the motion vector and normal FP16 for the others.
@@AncientGameplays The entire algorithm isn't machine learning (ML), but specific components do employ a bit of Inference (ML), such as motion vectors. I've reviewed the code, but it seems NVIDIA is utilizing ML throughout the entire pipeline.
The FSR 3.1 source code is now oficially available for everyone to experiment with, so with time mods will start to slowly implement it and eventually it'll always be better than the game as developers have to update their game once more and I'm sure that takes time. If it is just a single .dll file it'll be great, (like XeSS does - many games still stuck in 1.1 and you can download and update to 1.3)
You're the only one doing comparison between official implementation vs mod, Hub, DF and any other big techtubers not gonna bother doing this and just made their conclusions based on the flawed official game devs implementation.
@@AncientGameplays Still. The point is that AMD Did FSR 3.1 right. The game has an "Incorrect way" of providing "correct" information, thus FSR 3.1 looks worse, than it can actually look. In other words, it's not really AMD's fault. But rather developers of the game not doing things right for AMD cards (optimisation/bug fixing). Yet, other channels just slam AMD for being incompetent...
So glad you did this video Fabio because I've been using FSR 3 mods and was wondering what the difference was between official FSR 3 and the moded version and now I know 👍👍👍
eu só tenho cyberpunk e nossa, a diferença é absurda, só você que teve uma reação positiva a respeito do fsr 3.1, eu msm não vi esse ghost e a qualidade melhorou absurdamente principalmente na clareza e no shimmering. o melhor dessa atualização foi a facilidade de poder atualizar o fsr 3.1. Parabéns pelo vídeo Fábio você traz um conteúdo único na comunidade!
@@AncientGameplays somente usei o novo mod do Nexus dlss enabler, que coloca o fsr 3.1 no jogo, (muito simples de instalar por sinal) e o resultado me surpreendeu, sendo muito superior ao implementado pelos devs. Espero que seja prático assim com diversos games já que a lista de má implementações do fsr é extensa.
@@Inuitman lukefz makes these mods, as he said it will be released in 2 or 3 dazs, you have to search him up but idk if its on his patreon or what. I wil try to find it and send ya the link here, if youtube lets me.
Modders do what they do because they have genuine interest and passion to do the job. For game developer FSR is just a marketing tool AMD use to promote their brand image. As long as they put FSR to use in their game then the marketing deal they do with AMD already considered as done. It is not an issue of incompetence.
@@seamon9732 game development world already very toxic. Most often game developer already very busy with their own game even post launch. They have no time to entertain IHV rivalry and their fanboys.
Interesting video, thanks! Can't wait for your 3.1 mod testing! I am wondering: with the still images the difference is tremendous, but when playing a game with lots of motion, how much of the difference would you notice?
I also read the FSR developer guidelines presentation from GPUOpen. I believe the "reactive" masks section off parts of the image that are transparent. FSR uses this information to avoid types of processing that will ruin these kinda of objects. Something like improved trade-offs between blurring, motion interpolation, dis-occlusion handling, and ghosting. And I think it helps FSR understand what the boundary between these transparent things and opaque things is, so FSR won't try to blend them together or confuse them for the same object, and make better sense of separating backgrounds vs foregrounds, something like that. But they say they added the masking concept, because FSR really kinda breaks without it. And then I see the Nixxes ports and I think to myself... "This is exactly what AMD said in their developer guidelines would go wrong if you didn't use the reactive masking properly!" Tons of ghosting and wrong handling of things like the confetti in Ratchet and Clank, especially. The fact FSR 3.1 looks so much better in some games compared to Ratchet and Clank shows it needs certain things from its implementation to work well. (I write a bit of code sometimes myself -- I have sympathy for the developers who are scratching their heads how to program in the masking code to later hand to their FSR implementation. So much easier to just not do it, I'd bet! Really something you ideally want to know you need from the beginning when your graphics engineers are planning the tech stack, not at the last minute for an already finished game and finished graphics pipeline, I'm guessing. But I'm only a hobbyist. I don't know game dev that much, either, to be honest.) It's kind of funny to see from your video that you can use the masking with FSR 2.1 as well. I didn't see that coming.
I was hoping you could make a new video about the mod. It would be really great if you could compare it with the official FSR implementations in various games, showing the pros and cons and so on. It would also be really helpful if you could show how to install it, as well as the author's website. I think this would be really useful for a lot of people!
Oh, the blame is not on AMD. The blame is on game studios. It's not even been a week since the source code dropped and modders are already spanking game studios. It makes it look like game studios are either actively working against AMD or just complete and utter amateurs.
all they have to do is reward people who do good work and when the opportunity arises hire them. 1000-5000$ is not a lot for a corporation like amd and they would gain a lot of favor with the community and their products would improve
I have a question.... What is going on with FSR on older games? Example: World of Warcraft.... It used to be a major performance gain enabling FSR while also granting a quality increase. Now when I enable it I lose about 30-40 FPS. Same thing with Final Fantasy XIV, with the Dawntrail launch enabling FSR I lose major frames (20-30). Is anyone else experiencing this? I have asked around in several locations like official game forums and Reddit.... not getting much of a response. Did something change? I have a 6600xt. PS: I love your videos. I am so thankful for all the help you have shared with me over the years. My switch from nvidia/intel combos (for almost 15 years) to a full AMD setup, was so much less stressful thanks to your tweaks and discussion videos. Your accent is the cherry on top.
The latest version of optiscaler finally works for me but I don't see any difference at all between mod and original. Probably best to wait until better mods come before it's worth making a video@@AncientGameplays
That's amazing, I proved it in Ghost of Tsushima and the Golden Temple stuttered a lot, now it's so smooth the game changed completely 80 FPS seems like 144 FPS really love your content!!
Thats why it was a good idea to release the source codes by amd. Theres lots of smart people in the world who shouldn't be underestimated. Good thing is some of them are free
Fabio, I believe you need to make another video or include this clarification in the video that you are going to test for this mod. *Many people think it is AMD issue, while some people said otherwise*
@@AncientGameplays People will think it is AMD fault and they will think in this way "since someone can do it better than official" also for those who doesn't know about it in the first place😄
I have a theory on ghosting. FSR *needs* motion vectors as badly as DLSS does. I bet the in-engine code sends more motion vectors to DLSS interfaces than it does native FSR, so the FSR tapping the DLSS DLL interface is getting more motion vectors. I won't go so far as to call those devs lazy. It might be a performance tweak or QA issue. It took CDPR for example, years to sort out CP77 motion vectors on DLSS alone (and that engine still omits a lot of objects from them)
@@AncientGameplays Thanks! I just caught up to the part where you explained the "reactive masks", silly me. Great showcase, and excited for any future coverage
Yes its unfortunate this is the case for the most part as if the official dev implementations are just copy pasted, didn't read the manual, and added it a day before the deadline instead of internally testing them for months after being made available to devs while modders make them better after made available in GPUOpen. The most recent one I've seen with a really bad FSR3.0 implementation is from The First Descendant where its straight up terrible and Frame Gen doesn't work as intended while Intel XeSS 1.3 works better but has issues on its own like shimmering.
can you link to the stuff you used in the video, i've watched a couple of your videos and you did not link the stuff you tested in the video description
It’s possible that FSR mods are using a higher sharpening setting in the programming then the default integrated FSR that’s why the mods have a ‘sharper’ image with more details 🙂↕🧐. Either way, FSR, like DLSS is still evolving and it took DLSS over 5years to get to a good stage of quality upscaling 💪😇👍. I prefer DLSS over FSR … that’s me … but FSR is now starting to get my attention🤩😏
@Ancient Gameplays Hey Fabio, are there any penalties with reactive mask ? fps reduction of the upscaler percentage wise for example or some other stuff ?
Those are still images, the relevant thing is to see the game in motion. In general, FSR usually uses over sharpening that highlights the shimering. What I have seen in the latest FSR3.1 games is that they have a finish similar to DLSS, somewhat less defined I suspect that what they have done with the mod is to set the sharpening high again
I must be blind but i don't see more details or overall better quality. The mod has more sharpness but also a lot of sharpness errors. You switch from soft and blurry picture to a slightly oversharpend picture. Which one is better is more a personal preference thing. Differences in moving pictures would be way more interesting.
@@AncientGameplays i would say you are both right, either way there is indeed oversharpening on the mod version in the first comparison as well, but that can easily be tweaked later
I was talking to a mod dev and I made an adaptation before their official update for the BRAZILIAN community to use, how can I send this mod adaptation with fsr 3.1 already available? This mod is free and is available on the Nexus without FSR 3.1 because I made it and it works. How can I send you this beta adaptation, let's say, before launch?
Looking forward to seeing what your testing shows up. I am using the DLSS enabler mod with Hogwarts and Cyberpunk and it's Witchcraft.LukeFZ I supported for a while and might again if the results are good.
I get that FSR might be superior, but I got so used to the "press one button" lossless scaling that I am not going back, even if it might have more issues.
Can you compare FSR 3 mod vs Xess? Those seem to be the best upscalers for AMD, if Xess is equal or even better them FSR mod the hasle of installing it will only be worth it of the game dosen't have frame generation already
I've been running HFW on a 7900 XTX at 4 K max settings using FSR 3.1 quality and with Frame Generation and honestly it has been the best game play experience I ever had (120 FPS locked, smooth 100% of the time, and everything also looking very crisp with no major issues during actual gaming). So it seems like there is some special sauce in the mod space that is above and beyond the generic FSR implementation (which makes sense since it is open source) that may require some additional tweaking on a game by game basis whereas FSR by Radeon is a more generalized solution. And since it is a moving target, maybe this type of enhancement is already being tested for something like 3.2...
then games like crysis assassins creed fallout dirt etc came out to start real dx10/11 3d games, along w legend cards such as 8800gtx ultra, hd6970, 4870x2, gtx570 etc
as always mod is better but the thing about more details in mod i think may be amd developers lowered the details so it do not do pixelation and flicking issues on building corners and straight pies but we can only find that out in new 3.1 mods
It's because they make the devs implement it, if they had a department dedicated to adding it into games they would probably be better than nvidia with this stuff.
I play world war z to much shuttering gpu mhz came on 300 200 to much fps drop my specs rx 6650 xt ryzen 5 5600x and 8gb ram Moniter 2k is that ram bottle neck?
Sadly it Takes forever to implement it natively, looks like devs are financially by Nvidia to postpone it at max, makes no sense, it’s barely change and tweaks a bunch of files to make it happen, fortunately we have the modder community WHATSOEVER Fabio!
I feel bad for people who never explored mods and always relying on out-of-the-box or vanilla experience. If only they know official FSR implementation in games usually bad, they would mind-blown looking what the mods can do. What a dirty trick that developers did. Could be the strong partnership with competitors or something. But in online games it would get rekt because of unnecessary anticheat will forbid any kind of mods including FSR or manually updated DLSS and that sucked. 🤷🏻♀️
Not sure that the LukeFZ FSR 3.1 mod being better is surprising. AMD have opensourced the FSR code for ages. AMD also have a history of allowing people to use their hardware as they want (this is the very reason for AMD's GPUOpen website). This means people like LukeFZ can spend time tweaking things till they get results they like. I have seen this with the Star Citizen TSR upscaler based on FSR 2.2. CIG's rework or fine tuning of FSR in TSR is far better in image stability than the base FSR, but it is still FSR under the hood. So what this shows is not an AMD is bad message like people who like to say FSR is worse than DLSS love saying, but that AMD have left developers with a lot of legroom to play with the get the best image quality they can from FSR. However, not all developers have studied AMD's documentation to implement FSR to its best potential.
went to GPUopen to check things about Reactive masks.... from what i saw, FSR can into translucent elements, but that has to use those masks, which are added to UE plugin, but not to normal pipeline, anything that has not movement vectors but animations should be redirected through that pipe to make translucent and animated elements better
soooo.... modder is just someone who reads lots of documentation and devs did basic implementation
nice post #4 about FSR 2.1/2.2 from October 19, 2022, has some comparisons even with AMD adding it themselves
Interesting!
This is exactly why good and detailed documentation is important. Or else people are just gonna half ass things cause they don't know how it should work.
Meaning developer just implement FSR 3.1 because of the deal they had with AMD not because they genuinely interested to implement the tech as best as possible.
FSR documentation is good and detailed. Devs just make the minimum viable product every single time. @@DavidJonSpem
@@DavidJonSpem Amen
So FSR 3.1 can be pretty impressive but it's a shame modders once again do a better job than developer...
because it's open source and a lot people can play with it it's not a surprise i wouldn't really blame AMD or any developers
@@Yuilix AMD devs: it's their job, modder: it's a hobby, ,there's no excuses here imo
@@zretil i didn't understand what you mean
You know that amd devs don't implement fsr right? Lol@@zretil
Honestly, it's a missed opportunity for amd to not hire the mod creator. Just let them show the rest of the team how things should be implemented and everyone wins.
SO EXCITED TO SEE FSR 3.1 MODS IN CYBERPUNK AND STARFIELD
Aren’t we all
I've not been excited about Starfield since it's launch
I've been waiting for Cyberpunk since 1yr+
So I can replay it in high fps.
Any FSR mods for Steam deck oled?
NexusMod fsr3 for Cyberpunk. On my 7900xtx I get 90FPS with path tracing.
I think some people here are confused judging by the comments. The problem isn't AMD's development of FSR (at least not in this case), it's the developers of games not implementing a feature correctly. The fact a modder can do better shows this. The modder gets the same files, packages, dlls and documentation developers get (because open source), so working with the same thing does better. It's not like the modder has access to change Adrenalin Drivers or the hardware layer itself. How is that AMD's fault?
Now if you want to talk about why AMD hasn't integrated Machine Learning (ML) algorhythms? That's a different story. While AI gets put about a lot as a buzz word, all these 'AI' things current available or in development are just different types of ML, and it's not 'brand' new, AMD should have invested in developing effective ML 'cores' for their GPU's as early as 6000 series although more realistically 7000 series. Recent rumors say the reason 8000 series will have no highend is because RDNA 5 will be a full rewrite, if that is true, it could be a way of including ML into the architecture, but is another case of AMD follow from a couple steps behind.
It's become a bit of a meme but Radeon really does need a Ryzen moment. But again, what they have done with FSR without ML is very very impressive, when you think about how many cards can run it, even Nvidia's older customers (whom they wish would by a card every generation by locking software features to older models). If the developers would actually use it to it's full potential, while not reaching DLSS levels would be a truer showing.
If you have nothing else good to say about AMD's open source policy at least look at how it allows others to fix lazy people's faults for the benefit of the majority.
Incorrect, it's not just game developers. FSR has fundamental flaws, which modders have improved. Saying the problem isn't AMD developers is disingenuous. Saying it's solely their problem would be just as much so. They share blame, because they are without a doubt rushing features to try and catch up with Nvidia and they are far less fleshed out as they should be on release because of that.
@@Abadeez I am not sure why we are blaming anyone, it's pretty amazing what they have done with just code and without any dedicated hardware like Nvidia uses.
It will never be as good as dlss but the fact it has got close enough to where I would now use it if needed is really impressive . It also works on any gpu , along with the frame generation which I found to be surprisingly useable. Nvidia couldn't even unlock that for last gen nvidia cards and amd has done it almost as well and made it work on most gpus [with enough vram], regardless of brand
@@Abadeez I have noticed that the quality of fsr can depend on how stable the game is at native res. If there is flickering at native it will be replicated and usually made worse by fsr. Where as dlss can negate it sometimes as it is using machine learning to learn what images should look like and adjusting them. Even fsr 2 looks great in the Witcher 3 so if the devs put in the time it can be done if the game is pretty stable to begin with
How is dlss and xess implemented correctly and fsr is not? Its AMD problem.
7000 Series DOES have ML hardware, which is why some AI boxes are sold stuffed full of 7900 XTXs instead of 4090s.
And this is why i love pc. Modders will come in and make things better for everyone
Its great that fsr can be better, but it sucks that developers are dropping the ball on proper implementation. When people say fsr is bad, it makes me think what game did they tried it on where the developers didn't do much of anything to try to make it look good or the best that it could possibly be.
Thanks for updating us on this.
This is a proper implementation for the developer that had to implement it. What you want is optimizations which require time, time that the lead decided is not worth it during the implementation phase once FSR was functional. The modder has time to optimize it. They have deadlines and once a system is working as intended they get moved to the next thing and so on, that's especially true for AAA games. The developer(s) did their job and once it was done was tasked with something else. The lead had to okay it as done.
Once again this shows why gaming industry is in such a bad state when one guy does a better job than whole teams of devs that know everything about the game
AMD really just sends them this. Implementation of FSR is a much more copy paste process than you might realize. Don't get me wrong, you still need to understand what and how you're implementing it into your game, but as far as the base snippets, it's pretty copy paste, especially with open source software. You can't just mash code together so they do spend time on the implementation but it's not a crazy amount of time. Optimizations, which is what this mod is, is something different which in AAA gaming is not a luxury afforded to most developers during the implementation phase, especially not for something like FSR. FSR is never going to be their #1 concern because of that. So a modder who makes it their concern is already getting the implementation of it to re-use but can spend time to optimize it unlike the one guy that probably implemented FSR got it running without errors then was moved to their next task.
@@Abadeezwow. Thanks for bringing people back down to reality
@@Abadeez THANK YOU, THIS GUY GETS IT
But they made it open source, unlike nvidia. Which is why modders are able to make it better
This man is the AMD messiah. I think AMD is using AI, but in small quantities; they're using mixed precision FP16 inference for the motion vector and normal FP16 for the others.
No ml according to them
@@AncientGameplays The entire algorithm isn't machine learning (ML), but specific components do employ a bit of Inference (ML), such as motion vectors. I've reviewed the code, but it seems NVIDIA is utilizing ML throughout the entire pipeline.
The FSR 3.1 source code is now oficially available for everyone to experiment with, so with time mods will start to slowly implement it and eventually it'll always be better than the game as developers have to update their game once more and I'm sure that takes time. If it is just a single .dll file it'll be great, (like XeSS does - many games still stuck in 1.1 and you can download and update to 1.3)
True, but from fsr 3.1 and so on you can update via dlss
Someone who previously worked with DLSS needs to get to work on FSR’s code lol. I’m sure they have a lengthy non-compete but still
Pretty cool and we all get to use them.
True
@@AncientGameplays It can never really worked, you will only trade artifacts for another and so on... most of such Mods are utter garbage.
You're the only one doing comparison between official implementation vs mod, Hub, DF and any other big techtubers not gonna bother doing this and just made their conclusions based on the flawed official game devs implementation.
They're correct though, mods are exactly that...mods
its only at one situation though, i dont even know the settings used
hopefully well get more accurate fps and graphics soon
@@AncientGameplays Still. The point is that AMD Did FSR 3.1 right. The game has an "Incorrect way" of providing "correct" information, thus FSR 3.1 looks worse, than it can actually look.
In other words, it's not really AMD's fault. But rather developers of the game not doing things right for AMD cards (optimisation/bug fixing). Yet, other channels just slam AMD for being incompetent...
So glad you did this video Fabio because I've been using FSR 3 mods and was wondering what the difference was between official FSR 3 and the moded version and now I know 👍👍👍
eu só tenho cyberpunk e nossa, a diferença é absurda, só você que teve uma reação positiva a respeito do fsr 3.1, eu msm não vi esse ghost e a qualidade melhorou absurdamente principalmente na clareza e no shimmering. o melhor dessa atualização foi a facilidade de poder atualizar o fsr 3.1. Parabéns pelo vídeo Fábio você traz um conteúdo único na comunidade!
Já experimentou o mod fsr 3.1 no cp2077? O fsr nesse jogo é muito "porco", pioraram a cada novo update
@@AncientGameplays somente usei o novo mod do Nexus dlss enabler, que coloca o fsr 3.1 no jogo, (muito simples de instalar por sinal) e o resultado me surpreendeu, sendo muito superior ao implementado pelos devs. Espero que seja prático assim com diversos games já que a lista de má implementações do fsr é extensa.
Good then that means AMD can improve it further without to much effort.
Question is if they will
Maybe
Of course...
@@AncientGameplays where do you get the mod? I actually want to have that in Cyberpunk 2077
@@Inuitman lukefz makes these mods, as he said it will be released in 2 or 3 dazs, you have to search him up but idk if its on his patreon or what. I wil try to find it and send ya the link here, if youtube lets me.
It’s worrying when modders can do a better job with the software than its own creators 🙄
Nixxes was implementing FSR into these games. And AMD is the creator of FSR. So this is not exactly true
Thats not how this works
Good Luck with your new house and stuff, mate! ✌
Thanks!
When mods do it better than actual developers...
*facepalm*
The incompetence... Common!
Modders do what they do because they have genuine interest and passion to do the job. For game developer FSR is just a marketing tool AMD use to promote their brand image. As long as they put FSR to use in their game then the marketing deal they do with AMD already considered as done. It is not an issue of incompetence.
@@arenzricodexd4409 Sloppy implementation VS correct implementation is and always has been an issue of incompetence... and laziness/cutting corners.
@@seamon9732 game development world already very toxic. Most often game developer already very busy with their own game even post launch. They have no time to entertain IHV rivalry and their fanboys.
@@arenzricodexd4409 Resorting to Ad Hominem when out of arguments, got it, ty.
FSR useless because ”poor” people use it. DLLS important because Richard people use it…
That is why game developers don’t use time in FSR…
Interesting video, thanks! Can't wait for your 3.1 mod testing! I am wondering: with the still images the difference is tremendous, but when playing a game with lots of motion, how much of the difference would you notice?
I believe ghosting difference could be noticed
It's mind blowing. Nice sharpness kept by lukefz
I also read the FSR developer guidelines presentation from GPUOpen. I believe the "reactive" masks section off parts of the image that are transparent. FSR uses this information to avoid types of processing that will ruin these kinda of objects. Something like improved trade-offs between blurring, motion interpolation, dis-occlusion handling, and ghosting. And I think it helps FSR understand what the boundary between these transparent things and opaque things is, so FSR won't try to blend them together or confuse them for the same object, and make better sense of separating backgrounds vs foregrounds, something like that.
But they say they added the masking concept, because FSR really kinda breaks without it. And then I see the Nixxes ports and I think to myself... "This is exactly what AMD said in their developer guidelines would go wrong if you didn't use the reactive masking properly!" Tons of ghosting and wrong handling of things like the confetti in Ratchet and Clank, especially. The fact FSR 3.1 looks so much better in some games compared to Ratchet and Clank shows it needs certain things from its implementation to work well.
(I write a bit of code sometimes myself -- I have sympathy for the developers who are scratching their heads how to program in the masking code to later hand to their FSR implementation. So much easier to just not do it, I'd bet! Really something you ideally want to know you need from the beginning when your graphics engineers are planning the tech stack, not at the last minute for an already finished game and finished graphics pipeline, I'm guessing. But I'm only a hobbyist. I don't know game dev that much, either, to be honest.)
It's kind of funny to see from your video that you can use the masking with FSR 2.1 as well. I didn't see that coming.
I was hoping you could make a new video about the mod. It would be really great if you could compare it with the official FSR implementations in various games, showing the pros and cons and so on. It would also be really helpful if you could show how to install it, as well as the author's website. I think this would be really useful for a lot of people!
Gonna test it soon!
@@AncientGameplays awesome! thanks!
not surprised since it's open source and everyone can experiment with it so of course mods gonna be better i can't blame AMD for that
Oh, the blame is not on AMD. The blame is on game studios. It's not even been a week since the source code dropped and modders are already spanking game studios. It makes it look like game studios are either actively working against AMD or just complete and utter amateurs.
all they have to do is reward people who do good work and when the opportunity arises hire them. 1000-5000$ is not a lot for a corporation like amd and they would gain a lot of favor with the community and their products would improve
3:50 you could say that the left side lost all high-frequency detail. or just fine detail if you want to be less technical
I have a question.... What is going on with FSR on older games? Example: World of Warcraft.... It used to be a major performance gain enabling FSR while also granting a quality increase. Now when I enable it I lose about 30-40 FPS. Same thing with Final Fantasy XIV, with the Dawntrail launch enabling FSR I lose major frames (20-30). Is anyone else experiencing this? I have asked around in several locations like official game forums and Reddit.... not getting much of a response. Did something change? I have a 6600xt.
PS: I love your videos. I am so thankful for all the help you have shared with me over the years. My switch from nvidia/intel combos (for almost 15 years) to a full AMD setup, was so much less stressful thanks to your tweaks and discussion videos. Your accent is the cherry on top.
Were you able to test any of these? I cant get these mods to work. I tried the LukeFZ one and also the Optiscaler one
I will be testing very soon!
The latest version of optiscaler finally works for me but I don't see any difference at all between mod and original. Probably best to wait until better mods come before it's worth making a video@@AncientGameplays
This is impressive, dude
That's amazing, I proved it in Ghost of Tsushima and the Golden Temple stuttered a lot, now it's so smooth the game changed completely 80 FPS seems like 144 FPS really love your content!!
kind of miss playing titan quest lol, it was really fun but have to delete the game just not suitable for bench
Thats why it was a good idea to release the source codes by amd. Theres lots of smart people in the world who shouldn't be underestimated. Good thing is some of them are free
LukeFZ is making 8 grand a month with modding FSR. It's insane that he hasn't been hired by AMD
He couls be hired by amd and still he wouldn't be allowed to make fsr into other people's games
Fabio, I believe you need to make another video or include this clarification in the video that you are going to test for this mod.
*Many people think it is AMD issue, while some people said otherwise*
I mean, it is easy to understand... the code is the same for everyone...so this mean developers might be not doing proper implementations
@@AncientGameplays People will think it is AMD fault and they will think in this way "since someone can do it better than official" also for those who doesn't know about it in the first place😄
I have a theory on ghosting. FSR *needs* motion vectors as badly as DLSS does. I bet the in-engine code sends more motion vectors to DLSS interfaces than it does native FSR, so the FSR tapping the DLSS DLL interface is getting more motion vectors.
I won't go so far as to call those devs lazy. It might be a performance tweak or QA issue. It took CDPR for example, years to sort out CP77 motion vectors on DLSS alone (and that engine still omits a lot of objects from them)
That's the beauty of open source isn't it :).
So, has LukeFZ updated his mod using the released FSR 3.1 source code for his mod, or is it "FSR 3.1" by name only?
He did, still in beta though
@@AncientGameplays Thanks! I just caught up to the part where you explained the "reactive masks", silly me. Great showcase, and excited for any future coverage
FSR 3.1 with afmf are very good. I test on 7 days to die and was nice.
Can someone explain how LukeFZ works? Can i use the Mod in all games, or just in games that already have FSR and DLSS?
Mostly in all games, this one isn't out yet, but you have yhe uniscaler v9 now
@@AncientGameplays Nice, thanks for the info
nice video my friend!!always great to see you !!have wonderful time
This is the advantage of open source.
How is the fps between the official 3.1 and Luke mod? Is there a drop in the mod since there’s more detail?
The same I would say
Which mod you used for FSR3.1 where can we find the mod? Can we use this mod on any game? I want to use the mod in Quantum break.
Man those discord notification sounds through the video kept baiting me lol
hahaha
Yes its unfortunate this is the case for the most part as if the official dev implementations are just copy pasted, didn't read the manual, and added it a day before the deadline instead of internally testing them for months after being made available to devs while modders make them better after made available in GPUOpen.
The most recent one I've seen with a really bad FSR3.0 implementation is from The First Descendant where its straight up terrible and Frame Gen doesn't work as intended while Intel XeSS 1.3 works better but has issues on its own like shimmering.
Does the terrible looking water seem better? I rather use XeSS than FSR 3.1
Xess is currently better quality wise yes
can you link to the stuff you used in the video, i've watched a couple of your videos and you did not link the stuff you tested in the video description
It’s possible that FSR mods are using a higher sharpening setting in the programming then the default integrated FSR that’s why the mods have a ‘sharper’ image with more details 🙂↕🧐. Either way, FSR, like DLSS is still evolving and it took DLSS over 5years to get to a good stage of quality upscaling 💪😇👍. I prefer DLSS over FSR … that’s me … but FSR is now starting to get my attention🤩😏
Sharpening alone wouldn't get rid of ghosting and deliver more detail...it would just look...sharper
nah i thought that at first but then i noticed that the details itself is diff and lost in some
If fsr is already as good as it is. It wish ai acceleration would most likely out right beat dlss
God bless the modding community 🙏❤️
@Ancient Gameplays
Hey Fabio, are there any penalties with reactive mask ? fps reduction of the upscaler percentage wise for example or some other stuff ?
If I only buy the lukeFZ subscription once, will I still receive updates? or only if I keep the payment (using google translate)
Keep payment
i have on question for Radeon Super Resolution, when you enable it, the higher the sharpen effect is the more fps you get or the lower the more fps?
Those are still images, the relevant thing is to see the game in motion. In general, FSR usually uses over sharpening that highlights the shimering. What I have seen in the latest FSR3.1 games is that they have a finish similar to DLSS, somewhat less defined I suspect that what they have done with the mod is to set the sharpening high again
Of of them was in motion and like I said, fsr mod were better in hellblade 2 as well
Is it possible the official developers are told to make it less good so that later updates can appear good?
I don't believe that's the case
Can't wait to see FSR 3.1 implemented into Lossless Scaling.
Not happening. Only spatial upscalers theee
Thank you! ❤
Shows how much better FSR could look, but doesn't because the implementations are rushed...
I must be blind but i don't see more details or overall better quality. The mod has more sharpness but also a lot of sharpness errors. You switch from soft and blurry picture to a slightly oversharpend picture. Which one is better is more a personal preference thing.
Differences in moving pictures would be way more interesting.
You aren't really watching properly not at all. Especially regarding the first comparison
@@AncientGameplays i would say you are both right, either way there is indeed oversharpening on the mod version in the first comparison as well, but that can easily be tweaked later
I was talking to a mod dev and I made an adaptation before their official update for the BRAZILIAN community to use, how can I send this mod adaptation with fsr 3.1 already available? This mod is free and is available on the Nexus without FSR 3.1 because I made it and it works. How can I send you this beta adaptation, let's say, before launch?
I sent a message to your community on Discord so I could send the mod
At this point they should just hire this guy
The code is the same for the modders ans developers
IT HAPPENED AGAIN!!!
what about the perfomance, is the same?
Same question
do you ever plan on making a channel in portuguese fabio??
Maybe in a year or two
What do you think about these images? I'll be testing the mods myself (as usual) within a few days, just wanted to keep you guys informed!
Looking forward to seeing what your testing shows up. I am using the DLSS enabler mod with Hogwarts and Cyberpunk and it's Witchcraft.LukeFZ I supported for a while and might again if the results are good.
@@mattrichardson2451I couldn't get to work on Hogwarts. I keep getting error code 126 😢
The mod is definitely better and I'd like to see tests in more common resolutions like 1440p quality/balance or 1080p quality
I get that FSR might be superior, but I got so used to the "press one button" lossless scaling that I am not going back, even if it might have more issues.
We need the rx 6800 video !
Almost there!
Please bring this mod when it becomes available for use in FSR 2.1 (FSR3.1 Reactive Mashs will become available
when the FSR 2.1(FSR3.1 Reactive Mashs) mod will become available,
Hi Fabio is fsr 2.1 (3.1 r.m) better than native?
Nah, native is always native 💪
Bom video mano, Onde encontro estes mods ?
Como disse, estão para sair
@@AncientGameplays top, brigadao mano, continua o bom trabalho rapaz
Can you compare FSR 3 mod vs Xess? Those seem to be the best upscalers for AMD, if Xess is equal or even better them FSR mod the hasle of installing it will only be worth it of the game dosen't have frame generation already
XeSS will still be better quality wise in most cases (xess 1.3)
@@AncientGameplays even Ghost of Tsushima? Is the only one FSR looks better
Could the mod Community work on fsr3.1 and make it better? So we can just swap the dll file?
That will happen to FSR 3.1 moving forward. AMD did that already
How much fps difference between all these FSR mods and the official one?
FPS? None I would say
Hello. Anyone can guide me properly as to where i can get the 2.1 with R.M Mod? I can't seem to find it. Thanks in advance.
so i have to install fsr3.1 in ghost of tsushima to have better quality?
I don't know if it's like an inside joke but the character's name is Aloy (pronounced A-loi), not Alloy xD
I am portuguese, that's why haha
I've been running HFW on a 7900 XTX at 4 K max settings using FSR 3.1 quality and with Frame Generation and honestly it has been the best game play experience I ever had (120 FPS locked, smooth 100% of the time, and everything also looking very crisp with no major issues during actual gaming). So it seems like there is some special sauce in the mod space that is above and beyond the generic FSR implementation (which makes sense since it is open source) that may require some additional tweaking on a game by game basis whereas FSR by Radeon is a more generalized solution. And since it is a moving target, maybe this type of enhancement is already being tested for something like 3.2...
i believe 79xtx has nvidia rt cores instead of amd half cu-rt cores
means half revenue as well lol
7900 and xtx are memorable for both nvidia and radeon, they were like the pioneer of pc gaming video cards
then games like crysis assassins creed fallout dirt etc came out to start real dx10/11 3d games, along w legend cards such as 8800gtx ultra, hd6970, 4870x2, gtx570 etc
I mean, you're upscaling from 1440P...even FSR 2.0 would be fine there
C´mon AMD ... hire this modguy already
the issue is not AMD, is the developers, the source code is the same to all
as always mod is better but the thing about more details in mod i think may be amd developers lowered the details so it do not do pixelation and flicking issues on building corners and straight pies but we can only find that out in new 3.1 mods
nah, FSR 3.1 with Horizon is actually not that great. Better than 2.2 generally, but still a lot of ghosting
@@AncientGameplays hmmm 🙃
How do you get these mods
Its beta, I said it, it will come out in some days
what about frame generation though?
That is already in testing
It's because they make the devs implement it, if they had a department dedicated to adding it into games they would probably be better than nvidia with this stuff.
Where do you even get the FSR 3.1? I cant find the mods at all.
Hi,
This is amazing, can we support Luke somehow?
Of course, he has his patreon, where you can get all his mods
The only explanation that come to my mind is this is done deliberately.
I hope not
Where can I find these mods that are used in the video?
what about modded frame generation and official frame generation?
FG is more or less the same I believe
Why don't they hire the modders?
because the issues is the implementation as well, and it isn't AMD that implements FSR in other people's games
Is it paid mod?
Its the usual lukefz, not out yet
is 24.6.1still studders? i went with an older driver..
*stutters
@@AncientGameplays yes stutters
I play world war z to much shuttering gpu mhz came on 300 200 to much fps drop my specs rx 6650 xt ryzen 5 5600x and 8gb ram Moniter 2k is that ram bottle neck?
We used the recommended implementation and it just caused lots of fatals.
We rolled back and no fatals.
Trash until stabilized
What are you talking about lol
Sadly it Takes forever to implement it natively, looks like devs are financially by Nvidia to postpone it at max, makes no sense, it’s barely change and tweaks a bunch of files to make it happen, fortunately we have the modder community WHATSOEVER Fabio!
Hate to say it but I might jump ship in 2 generations or so if FSR doesn’t drastically improve. I wanna RT so bad 😭 (7800xt)
You don't nees fsr for RT, cards will get much better at RT and also, fsr is obviously going to improve a lot. You already have amd fg too
@@AncientGameplays true. You’re right. Maybe I’m being unreasonable
Do we get access to the mod or?
Soon
They clearly dont show the same level of care with fsr as dlss.
An advantage of going with an nvidia card.
Come on how can a modded version do better.
I feel bad for people who never explored mods and always relying on out-of-the-box or vanilla experience. If only they know official FSR implementation in games usually bad, they would mind-blown looking what the mods can do. What a dirty trick that developers did. Could be the strong partnership with competitors or something. But in online games it would get rekt because of unnecessary anticheat will forbid any kind of mods including FSR or manually updated DLSS and that sucked. 🤷🏻♀️
rx6800 or rx7700xt?
will ea fc be fixed in 24.7.1?
Hope so
Now FPS can really be downloaded
That's like saying you're downloading disk space by downloading an image compression tool to turn all your .raw pictures into .jpeg.
how i install it?
Not sure that the LukeFZ FSR 3.1 mod being better is surprising. AMD have opensourced the FSR code for ages. AMD also have a history of allowing people to use their hardware as they want (this is the very reason for AMD's GPUOpen website). This means people like LukeFZ can spend time tweaking things till they get results they like. I have seen this with the Star Citizen TSR upscaler based on FSR 2.2. CIG's rework or fine tuning of FSR in TSR is far better in image stability than the base FSR, but it is still FSR under the hood.
So what this shows is not an AMD is bad message like people who like to say FSR is worse than DLSS love saying, but that AMD have left developers with a lot of legroom to play with the get the best image quality they can from FSR. However, not all developers have studied AMD's documentation to implement FSR to its best potential.