I'll be honest with you, I didn't even know ACC had a VR option lol, I thought it was only AC. I'm too broke for VR atm but that is good to hear since I play ACC a ton and I know how crap VR can run sometimes. I always commend AMD for their open source projects and general availability, such as the "hairworks" thing we saw years ago and also freesync vs gsync
@@smothdude ACC VR is apparently very bad and has been in that state since launch. I don't have VR myself but I haven't heard a single positive thing about ACC's VR... If this actually makes it playable that would be huge.
Unreal Engine 4 actually has Temporal Upsampling already built in, and I believe it can be enabled on all titles using the more modern versions of the engine, but it's kinda obscure which is why only a few people know about it
Yeah Chivalry 2 uses it by default and its pretty good, comparable to FSR (also requires TAA). As bonus you can pick specific scaling instead of choosing arbitrary levels
it dog shit that why no one use it, check avengers game dlss is better than native because it uses taa . these new tricks are the future dlss and amd fsr 2.0 not 1.0 which will be launched with rdna 3 using hardware accelerator
@@samdovakin2977 Except that Avengers uses Crystal Dynamics's own engine, not Unreal Engine 4. Unreal's temporal upscaling is miles better than Avengers engine's TAA, holding up fairly clean frames in 50% screen resolution.
FSR is really interesting to me because it can run on any hardware, rather than being limited to the RTX cards NVidia has put out. It may not look as good, but as a performant way to upscale an image for expensive games, I think it's doing great work.
Yeah. Nvidia says DLSS requires Tensor cores so why do people want Nvidia to port it to the SteamDeck? It's not possible. FSR for the win. PS: FSR is open source so if anyone wants to know how it works they can just look at the code.
The problem is, there are better ways of upscaling than FSR already. Temporal Anti-Aliasing Upscaling is platform agnostic and looks better than FSR, many game engines already have it built into their resolution scaler. Although you can combine the two.
that is exactly why DLSS is so much better. Anything you do has drawbacks and advantages. DLSS - proprietary, better looking FSR - open source, worse looking Of course, this is also a power move by NVIDIA but hey, when you have the brand power NVIDIA has, you can pull things like this. Yes, this is a trend with NVIDIA vs AMD, like it happened to G-Sync vs FreeSync. But NVIDIA isn't daft, as soon as both techs kinda hit their ceiling they opened their graphics cards to work with FreeSync as well. But, at the end of the day, NVIDIA cards are simply better. Period. If you ever do some professional work (blender for example) you'll know what I mean. And no, I don't mean speed, I mean quality. You'd go bonkers if you saw NVIDIA's software team. I have professors that have worked with them, and it's kinda insane Edit: Just to be clear, when I say "so much better" it really only applies to pixel peeping. Just playing the game normally the difference is barely noticeable (except with text maybe, FSR seems to still struggle)
Why? XeSS will require intel hardware but it also has an "open version" which don't. It's a pretty stupid approach. AMD and Intel should have teamed up on making "FSR/XESS" as ONE feature instead of this. I don't think XeSS will get much attention tbh. Lets talk again in 1-2-3 years...
@@Dr.WhetFarts That's foolish to say. The open version is only there because there will be intel chips without XMX support which is needed for XeSS so they are releasing an open version for all GPU's supporting DP4A technology as such they are just catering for themselves. That's why it's always better to buy Intel or Nvidia if you have the money.
I find both FSR and DLSS incredibly impressive. I almost think FSR is a bit more impressive since it seems to be doing *nearly* as good but without the need for a lot of expensive and dedicated AI hardware.
FSR seems to only do temporal AA, upscaling and unsharp mask. You can do that yourself with any hardware ever built. Nothing impressive about it and results look like expected.
8:25 - FSR is not an anti-aliasing solution. It's solely responsible for the upscaling; it needs a well-antialiased image as an input. Contrast this with DLSS, which does temporal antialiasing, temporal reconstruction, *and* upscaling. The two technologies are not even remotely in the same ballpark and I strongly feel that calling FSR "antialiasing" is only muddying the waters and misinforming people about what FSR is truly doing.
i feel like games nowadays just look soo good that its kinda hard to tell if something drops off in quality with either fsr or dlss when playing vs a side by side comparison.
One fun thing with FSR is that it has been integrated into a version of Proton you can get. Meaning that in will be avalible for all games games running on top of Proton.
I wasn't notified of the reupload, interesting. Anyway, I do like how AMD allows their technologies to be distributed more, even if NVIDIA's is technically more powerful. It is good to see game engines getting DLSS, but I doubt it'll be as easy as checking a box in your rendering settings so FSR might still be easier to implement (I have no experience with either).
In ue4.25 the installation was a bit tricky. You had to install a custom version of unreal. Took about 30 minutes or so. In 4.26+ you need to download their plugin from the nvidia developer website(there is a direct link in the unreal marketplace). Then you drag the plugin file into the plugin folder and press a checkbox to enable it in the plugin list. Past that there are options to disable TAA in reflections and a slider for sharpness. Although no dev has done this to my knowledge, you should be able to disable DLSS sharpening and use FSR's superior CAS sharpening, which may improve visual quality. For FSR you have to do a git install of a patch. I have never done that before, but it looks similar to installing stuff on linux. Requires a bit more technical knowledge than a plugin file. Past that you have settings to change the render floating point from 32 to 16 and a setting specifically for Nvidia GPUS that fixes errors with that change in floating points. You have options for Mipmapping and then a list of options for CAS (the thing that actually makes FSR look good). An option for... HDR PQ Dither Amount? Then ways to make FSR happen before film grain and Abberation, which is great. And ontop of this, you can enable a setting to make FSR run after another upscaler. So maybe 1080p>1440p dlss/TAA-U than 1440p>4k FSR. Which may be interesting. personally, reading through the documentation and trying out DLSS. DLSS is a bit easier to install and setup in Unreal Engine. But neither seems difficult enough to where it would actually matter. Any UE dev may as well install both
nVidia is not technically more powerful. FSR is much more useful where it counts - in 1080p or 1440p resolution. Even if you have nVidia card, it is better to use FSR .
@@aleksazunjic9672 sadly not true. Where FSR beats DLSS is at 4k in some cases. This is because FSR is given 1-2 million points of information, which it can easily mask and process. Vs DLSS, which is made to take tiny amounts of information and generate new data in the missing parts. 1-2m data points is a bit excessive for DLSS, but 0.5m data points (720p) is more than enough for DLSS to make a good 1080p or 1440p image. Its nowhere close to enough for FSR. What FSR truly does better is twofold: 1. Contrast Adaptive Sharpening. their sharpening filter, which is just another tech from amd, is amazing and probably the best in the industry under super sampling. 2. No motion vectors. For games made before 2016 or on very low tech platforms. Dlss and TAA-U (the best hardware agnostic upscaler) both require motion vectors. FSR does not, so 2d games and older 3d games are only compatible with fsr. Outside of those situations, TAA-U is a better hardware agnostic approach and DLSS is better at upscaling from lower resolutions (as stated in the video above). At the end of the day, if your a small dev using a pre built engine. Just include both. If your a big dev, Nvidia and AMD will send engineers over to implement them for you. Both have their upsides and nobody will complain about having more options
@@CFIREKytb Well, nope. What FSR actually does is rendering models at lower resolution and then simply upscaling them plus some anti-aliasing and other "smoothing" . Performance to quality is mostly related to this drop in resolution - it is similar to resolution scaling which some games already have natively. Where FSR works best is a situation when your GPU could let's say run game in 1080p high, but you want to play in 1440p . In this case FSR with balanced/high settings could give you decent FPS bust in 1440p with minimal quality loss. DLSS is quite a different attempt - you need to have very high images pre-rendered , and then your GPU attempts to "guess" which of lower quality images it produces matches to those high quality pre-rendered data. Obviously, this often fails miserably, especially if you didn't train AI enough in your game, and if your GPU does not have enough time to guess correct picture . As a rule of thumb. DLSS works best in AAA titles with high budget and with high-end cards (that would actually run game nicely even without DLSS :D ) . From a consumer and developer side of things, DLSS is simply not worth of effort. FSR gives consistently better results in most cases where your GPU is slightly "bellow the curve" (lets say you have 20 FPS and want solid 30+ FPS experience) . DLSS works better only in some impractical corner cases.
Enlisted recently added AMD's FSR like a month or so ago and I was able to compare performance on my RX 570 in both off and on. The thing is that no matter how bad the image upscaling artifacts are on FSR, I am able to run the game on 90+ FPS on high graphics settings, while whitout it, I can't run it on 50 FPS with medium graphics. That's a HUGE difference. Altough the only quality option I think that is not straight garbage is ultra quality mode. DLSS sounds such a cool technology, but it's such a typical NVidia tech. It barely has any videocards and those are ONLY NVidia cards. It may look 100x better, it may perform 100x better, but so long as it only supports RTX cards, it's as good as useless to me. Not only will I not be able to afford an RTX (even the budget line up) card for 5-10 years in the foreseeable future, but even if I did, I'd be very hesitant to buy an NVidia card exactly because of these things they have been doing for almost decades now. FSR will only get better (or not, who knows) but I remember when DLSS 1.0 came out and everyone dismissed it because it looked garbage and it had similar comments to mine ("Only the ultra quality option is worth using") on FSR. Now DLSS 2.0 is like a miracle. I hope FSR will get to a similar level in the close future with the same wide avvailablility because in such times as these, we really need measures that get the most out of our used and old videocards, not the solutions NVidia offers.
@@faultboy works eith basically anything, but it is and will be more optimised through newer radeon drivers. Although Nvidia could technically optimise their drivers as well for it if they wanted since its open source
Thanks to you Ive learned which type of upscaling to use since I wouldn't have understood it to save my life. Being able to run a game a 800×600 and have it look playable than a higher resolution where it it looks the same but get none to 10 fps
Thanks for making this video, I got really excited when I saw the initial upload but didn't get around to watching it before you took it down and uploaded this version. I'm most excited for the potential that image reconstruction has for getting cheaper cards to run games well at high resolutions. Cheers!
DLSS definitely looks better but the compatibility of FSR from consoles to a lot of GPUs makes me be more excited about it. Great comparison! EDIT: Also FSR being open-source could yield interesting results in the future.
Interesting the way you gave DLSS 2 a disavantage (only using 33% native resolution vs FSR 1's 50%) and still giving it the win Gladly FSR 2.1 is now on par with it, it's so good.
For me, I dont have a nvidia card so DLSS isn't available for me. So far, i havent played a game that natively supports fsr. I modded FSR into steamvr and so far it has absolutely been game changing
Great showdown between the two. But something to remember, DLSS is hardware accelerated in the sense it uses the specialized tensor cores to improve the performance, something that FSR in its current iteration cannot do. And speaking of future upscaling technologies Intel with future GPUs aims to bring XeSS that somewhat combines the two technologies in the sense it’s both using ML and accelerated but it’s open - it’s not vendor locked, I wonder if it will put pressure on Nvidia to open the technology in some way for all.
AMD is losing more and more GPU marketshare and Intel soon comes out with their GPUs that is targetting AMDs prime segment; LOW to MID-END. Nvidia has 85% dGPU marketshare as it is... AMD better wake up or they won't even have 10% marketshare in a few years...
@@Dr.WhetFarts it's not my fault that millionaires invest in nVidia and not AMD. The stock price doesn't reflect the public opinion. Look at Gamestop, just cause people invested in it doesn't mean that the company is actually doing great. nvidia sucks, intel sucks and that's how it is
Good guy for opensource lmao. Open source these days is just an excuse for companies not to actively develop things themselves and just push the work on community shoulders when they decide to silently abandon the project. Yes, now that it's in active development it's able to bring back life to old gpus which is great for low end gaming stations but I struggle to see it keep up in the long run especially now that the upscaling technology is getting more and more popular. Ue5's taau and intel's Xess are already looking very promising and there are more solutions coming. Instead of focusing on software based solution AMD should definitely start developing a hardware ai acceleration implemented down their product stack to the lowest end GPUs and preferably manufactured by someone else than TSMC. Also as a sidenote, Nvidia is undoubtedly filled with greedy bastards but even if spatula lord decided to force DLSS to be opensource it would be to no use because unlike FSR, Dlss relies on tensor cores that are only present in Volta, Turing and Ampere GPUs.
They are not Making it open source, they are using already existing openSource projects. Great example is gpuOpenns denoiser - guess who did the research and created that? Hint: Not AMD.
@@Dr.WhetFarts It has been a few years. AMD market share has gone up to 19%, compared to the 10% it was in 2022. So...not only were you wrong, but you were so off the mark that it actually went (literally) 100% in the opposite direction you predicted.
Finally someone does a proper comparison. I would have loved if there was an even faster movement comparison though. Maybe connecting a controller and making the cameras spin around at the same speed. I do think that is taking it to the extreme but at the same time it really makes sense since certain games tend to be more copetitive, thus you want a more clear image when flicking or snapping on enemies. I would have also loved a comparison with motion blur turned on and off. Either way great video and thanks for going in such depths.
Hey philip, great video as always I'd just like to clarify a few things, FSR is not an anti-aliasing solution even if it is kind of marketed as if it was one, it was made to improve the interpolation from resolutions that are not a factor of 2 from native, so it is intended for use with regular TAA. DLSS and TSR attempt to do both upscaling and AA at the same time. DLSS is available for every developper as a DLL file with instructions on how to implement it, but it is not open source. What's really annoying is that DLSS could run relatively well on shader cores (it was running on shader cores with the early versions of Control). They also annonced DLAA that will run the game at native resolution with a better image quality. On the other end Intel has announced its XLSS that will run on every modern GPU, but slightly better on gpus with dedicated tensor cores. I might be wrong but I think they said it will be open source.
This video is already corrected. The first version FSR was presented more as an AA solution, or at least presented as doing AA. I commented about it just as you did on the first video. He took the video down, and then now this version is up, where he have added a couple segments where he clarifies. Most of the video is the same, so it has a slight disconnect in what he says. :)
I wish someone would cover OpenVR FSR to the same level of detail Philip manages. For Sim Racing in VR DLSS would be fantastic when they sort out the motion trails. DLSS in F1 2021 causes ghosting behind wheels and thin objects like the antenna on the front of the car.
FSR will be massive on the Steam Deck. Despite it's shortcomings, the fact that we can already enable Proton FSR in almost every game on Linux will be extremely helpful on the lower-end hardware inside the Steam Deck. I've been testing FSR in some older games such as Doom and Mankind Divided over the past couple of months and it is very promising.
"You won't notice this stuff unless you're looking for it" Unfortunately for me, I'm the kind of person who cannot unsee something the moment I see it, and it's ALWAYS in my peripheral vision after I see it once.
I honestly prefer FSR on your high resolution test. also i know for a fact that DLSS tends to artifact and have weird issues a lot, and "change" the scenes (sometimes fire particles get tripled vs native res etc)
Even though this isnt interesting to me, I'l give you a like cause your voice is really soothing to me, its like asmr to me plus your content is always entertaining.
Same, it's probably alright at 4k but at 1080p or 1440p it's just too blury and overly sharp at the same time. Id rather use something as simple as fxaa tbh but taa is often the only option because it's necessary for modern effects to work properly. Hopefully that might change with dlss and fsr
@@existentialselkath1264 Exactly. Such a shame because outside of the smearing it's easily the best AA method when it comes to performance impact and visual quality. Weirdly though DLSS in RDR2 turns on TAA and sets it to max, which means the smearing still comes into play as well as the DLSS itself.
I'm in doubt between a rx 6900 xt and a rtx 3080 ti. Thankfully there are still some folks talking in debt. Anyway.. this voice is like a good wild life docu on national geographic👌.
amazing and deep view of both technologies, i've always said it since fsr came out, sony's playstation checkerboarding upscaling resolution technique is better imo
I know you have a godly graphics card in your PC but I still think you should do a rundown of fsr in steamvr games. It's an easy mod and can get fantastic results. I really think you should do a video on it. It's be a great blend of a lot of your content. VR. Gaming. Upscaling. Realtime upscaling. And being an adorable doofus on camera.
May i ask how long it takes you to record these benchmarks and edit them? How long does it take to write a script? Im quite curious. Your videos are all in depth, yet all 3 channels pump out quality videos, and Often at that. Also bring back 5 minutes with phil ples :o
@@2kliksphilip thats understandable, to me coming up with a script feels the hardest for me, i can come up with an idea present it and a more improved situation comes out smoother in my head than if i were to try and write a script, so i solute you for your skill. You've come a long way keep it up!
It would be fun once you get your hands on a Steam Deck :) Being able to force FSR on all titles is interesting - older ones in particular. True, forcing it has a few caveats - only in fullscreen, affects UI as well, could require some trial and error to enable it (hopefully that will be resolved by then or at least people would've had time to read the docs at least once :D ).
@@tarakivu8861 , I'm not using Windows so I'm as interested there :) I've heard of Magpie however I'm familiar with the inner workings of the implementation. It would be interesting to see how it will fare against AMD's driver side implementation through Adrenalin (not sure what the marketing term was - RadeonSuper Resolution was it?)
@@alejandro6070 I'm on Linux with Radeon ;) As such, it's pretty easy to get what I need without helper tools. Good for Windows users though. It would be interesting to see comparison between Lossless Scaling and the Adrenaline driver level FSR implementation (whenever that is released).
I have a 3080TI, I use DLSS in some games when I crack settings and ray tracing... and omg the artifacts it produces in some games. It makes some objects and motions look like a smeary mess and leaves ghost trails of objects in motion in some games. But, it is still a technology that enables you to play some games on some cards you previously couldn't and that gives it a place. Just as FSR have a legitimate place for upscaling 1440p to 4K with pretty good results without the same type of temporal issues that DLSS can suffer from. So I like that they both exist... I love that AMD made their thing open, AGAIN, and would like for Nvidia to start doing the same. PhysX could have been a thing but Nvidia locked it down so hard with artificial driver locks that even disabled you from using it on an actual Nvidia card if you used an AMD card in that same system. No game developer will turn technology like that into a main gameplay element of a game if it's locked to one vendor... and so... not counting a few visual showcase games where it didn't impact game play... PhysX fizzled out and putters along...
Even if nvidia wanted it badly, making DLSS open source wouldn't do anything because it uses tensor cores. The technology would still be limited to Volta, Turing and Ampere GPUs.
@@fire_silicon7803 The entire point is that if it's open source you have the ability to code acceleration support using other technologies etc. PhysX for instance that claimed to need CUDA cores was able to be accelerated using OpenCL, until Nvidia blocked it. The point is, don't make closed proprietary stuff and expect it to become a standard in an open eco system.
FSR as an upscaler is just well... upscaling and then sharpening the image, the same as games could do for decades already as both of these parts are old open-source solutions that AMD did not invent. And if you want to talk about temporal issues... why not mention the extreme shimmering that FSR creates and sharp details? Or the general blurriness? "PhysX fizzled out and putters along..." And that just shows how little you actually know... PhysX has been the basis for many physics-engines of the big engines like Unity or Unreal. It is open source, free to use, has a well documented API and SDK, is well maintained, works both on the CPU and GPU....... so yeah.... On the other hand AMD also wanted to make a physics-library, and a raytracing library... what happened with those? Right - people didn't really use them cause reported bugs did not get fixed for years and performance was no better than other libraries with better documentation.
Upscaling is going to be needed given the state of the global GPU market. If we can't count of reliable supply then creativity from GPU manufacturers and game devs is necessary. Indeed, this video is the analysis we need. Hoping to see more if and when both DLSS and FSR get further tweaked in updates. And all this before Intel comes forth with its own implementation; apparently being guided by the hand of DLSS' original architect.
I liked this comparison, however the beginning of the video showed better results at a higher resolution for AMD's side so I would hypothesize that FSR would perform differently at higher resolutions than DLSS. I'm curious of these results compared to more capable hardware in the future 😎
FSR is basically the poor man's DLSS (me included) and it works nearly as good as its competitor. I hope FSR gets more popular among new & old releases.
It probably will considering how easy it is to integrate. I hope DLSS 3 or whatever the next big version will be called will be easier to integrate and even better too cause both are great.
@@batt3ryac1d as far as I know DLSS 2.0 no longer requires training each game indivudually. So it does take less time to add, but it still requires those expensive GPUs people are trying to get
An idea. Find a macro recorder that can record mouse movement. Record yourself playing through a level normally. Run the macro of your playthrough on DLSS/FSR to get the exact same movements, and angles from the game for even more direct comparison shots.
I think one of the best use cases of FSR would be displaying arbitrary resolution images on a fixed resolution screen. You would no longer have to worry about 3200x1800 output looking horrible on a 4K display. Instead, you would be able to run a game at whatever resolution that gives you stable frame rate and upscale to your native resolution. Maybe one day, it would even work on top of dynamic resolution, so we could freely pick anywhere on the whole spectrum from more variable frame rate to more variable resolution as our preferred setting.
I came in here ready to crap on this video for the very idea of comparing two algorithms that are in such completely different tech tiers that pitting them against each other is misleading in principle, to say the least. But I have to admit, given the title, this is maybe the best possible video that could have been made.
They are all good as long it looks better than native 1080p. To me the golden standard would be to have a native 1080p at 60fps or above with every options maxed out. Then is you can sustain that, then you can see if you can choose a higher native resolution or going into the reconstruction method.
I'd rather trust Intel than AMD when it comes to that. Intel has lots of knowledge training neural networks for image processing related tasks very much like Nvidia does, but Intel tends to open source them ;)
No matter what, I'll always have love for what AMD has been doing. If Nvidia had their way we'd never have any options, while AMD is always making things open for all. I would be a damn fool not to respect it, especially at this day and age. They're offering a solution for Nvidia's OWN HARDWARE that they won't support.
I saw you in-game on your server but forgot to ask if it was normal for portuguese server to appear on your server browser anyways, nice re-upload i want this in cs, along with not an office mouse which is what I'm using now, csgo feels like a boat even though it runs at 300 fps without problems at 1440 or 1080, and 200 at 4k minimum
Most devs implement fsr as a post process before the ui layer, while tools like magpie implemented it as post process on the final output with the ui, so it works for for all games, without injecting the memory amd triggers the anti cheat. And the reason why it's easy to implement os when you look at the source code it's literally a modified lanszos filter with neighbor sampling and a image sharpening filter (RIS).
It's quite the shame that DLSS is the superior upscaler for ultra low resolutions and upscaling presets, like 720p, because non of the current gpus that support DLSS have any issues running pretty much anything at these low resolutions. Even 1080p is overkill (underkill?) for pretty much all of them. So it would be really much appreciated if AMD would find a way to make FSR more appealing for lower resolutions, or if Nvidia would find a way to make DLSS (perhaps a watered down version) run on gpus without tensor cores, like the one they used in control. Also, FSR really shouldn't be used as an anti aliasing alternative, because it can be quite bad at resolving really hard edges and moiré. If the image is already anti aliased though (i think even FXAA is sufficient most of the time) the image will indeed have very little aliasing. So best practice is to enable any for of anti aliasing if possible (maybe not TAA because of temporal instability, but that's up to preference).
Interesting to see the differences, as I was interested in how FSR performs. Just a quick note. DLSS as it is now (v2.1 and higher) is fairly easy to integrate compared to its previous iterations as it works with a generic model that does not need to be trained by NVidia. In UE4 it's even easier to integrate though a plugin (just drop the plugin into your engine's plugin directory and activate it in the editor), compared AMDs solution, which requires you to apply a patch to the engine source code, though Git, and then a full rebuild of the engine. Obviously this doesn't necessarily apply to other engines.
The reason Steam Deck is using FSR is implementation. nVidia doesn't bother much with tiny integrated GPUs anymore, while it's a perfect spot for AMD's APUs and Intel's equivalents. Plus, Steam is the indie platform. Most of the engines used for those games are gonna be easily worked with when implementing FSR, which matters even more.
I believe that FSR will be a large factor for the latest gen of consoles. Clearly the promise of 4k60fps without compromise won't be met for future demanding titles on series x and ps5. That makes FSR a great fallback option for developers to run games at let's say 1440p and upscale it to achieve something that is pleasing for the eye on the now-so-common 4K screens. Honestly I would've wished that this gen wouldn't be the 4k gen but rather the 1440p high fidelity+framerate gen. Sadly 4k screens got popular way more quickly than expected and the hardware can't quite keep up yet. (Hence the mid-gen upgrades on last gen for damage control)....720p Xbox one game on a 4k Screen still makes me shiver...
Current DLSS isn't a pain unlike the O nothing like adding real path tracing to your entire pipeline or getting rid of bufferbloat in your stack/netcode. Temporal upscaling, Xess, FSR, and DLSS are all relatively easy if a dev has been given the means to adjust for it. Most games should start featuring 2 of the 4 mentioned to spread performance to better metrics than native only rendering. FSR real weakness is that if image is already crap due to the engine it won't fix those flaws and may enhance them but it's actually great for peak performance vs IQ and some performance that DLSS offers.
May I ask what version of DLSS you used? Every game ships with a certain version and usually the devs don't update it which is a shame because DLSS improved a lot since the first 2.1 version. There are even experimental DLSS versions, one of which (called White Collie 2) has much much improved anti-ghosting, you should try it!
@@subcinericius what the fuck are you talking about? I'm just asking what version he used and if he knew about the better anti-ghosting in the beta DLSS lmao this has nothing to do with performance
@@2kliksphilip sure it's understandable you won't test every single version of dlss to pick the best for this game, I just wanted to know if you knew about the beta versions 😋 thanks for taking the time to respond !
I heard DLSS 2.0 looks better until you move. Then DLSS2.1 was supposed to have fixed that. However AMD FSR is free to almost all cards, and almost as good.
I have a RTX 3080 and had it for a year now. Tried both. FSR is decent but DLSS is superior. If a game has both, I will choose DLSS every time. FSR have more upscaling artifacts.
Small correction: To run DLSS, you don't necessarily need an RTX card , any Turing/Ampere card would work, so non-RTX cards cards like the 1650 or 1660 super can also run it. Admittedly it's not that big of an expansion to the cards that can run DLSS, but still worth mentioning as a lot of people are running those cards.
This was originally three comments, but I decided to summarize it into one for anybody curious. 2021 Testing: Red Dead Redemption 2 is my favorite game, and having spent hours changing AA settings for it I was excited about DLSS in this game. Here it has been a disappointment however. After much testing the game looks better with AA than with all DLSS modes at 1080p . No matter how much I tried I got very little (20% at ultra performance) performance increase for horrible image quality. Early 2022 testing: But recently RDR2 got FSR, and I got a new PC and a 1440p monitor. No combination of AA, DLSS and sharpening could produce an accepting image for me, but FSR at its best quality settings manages both the best looking image AND higher framerates than native. DLSS Quality either looked too sharp, even if sharpening was turned down to 0. And any other mode looked blurry and smeary like TAA which already ruins the image in this game at 1440p. Late 2022 testing: I got a 4K monitor and with my mix of Ultra/High settings FSR 2.0 Quality no longers produces a better looking image than native, as TAA finally seems to not blur and smudge this game so much. But it provides a unnoticeable difference for around a 10% performance boost, which is not a lot but brings it from 57-60 to 60-65 so it feels much smoother and more consistent. DLSS Quality is about the same as the others, but feels choppy and doesn't give me a noticeable difference in FPS compared to native, shadows at the end of the screen started shimmering as well without chaning any other settings so I turned it off. I haven't tried FSR 2.0 on a 1080p monitor, but for both 1440p and 4k RDR2 with FSR 2.0 provides better/equal visual quality and higher framerates, so I would recommend going with FSR 2.0 for this title.
I was playing battle for neighborvile and I put the game to 1440P and put FSR with magpie, but some reshade sharpening on, and fxaa and I could not tell the difference between that and 5K truly crazy and an amazing upscaler.
you should be doing a test of a software called "Magpie" that upscale any windowed game with any upscaler (there's AMD FSR in it) should be interesting to see your opinions and analisis on that software :O
Being a 24 year old who grew up playing modded MC at 15-30fps and playing other games like Warhawk, Starhawk, Planetside 2, Factorio, Half-life 2. All of these settings look high enough that I can't tell the difference in a gaming setting. Though I might make the game look worse on purpose just so I have to use my imagination. Kinda like how ultra kill allows you to make it pixelated as hell if you wish to challenge yourself.
Regardless of which looks better in whatever case. I hope Nvidia starts supporting this technology too. Feels like it could be a good option for increasing the performance of older games.
Also, we can't forget about Intels upcoming Upscaling technique. XeSS is supposed to use motion vectors like DLSS except that it'll run on any GPU from GTX1000 series higher. (Unfortunately, i have GTX970 :( ) Chernobylite is another game that supports both FSR and DLS if I'm not mistaken.
I mean, I'd say the steamdeck using FSR is perfectly acceptable. I doubt the artifacts would be all that noticeable on such a small screen. Plus performance wise since they use presets that you aren't tweaking like normal game settings, I'd personally rather have the handful more frames FSR offers.
I appreciate it when there's people who actually talk about this stuff, especially when it's you
To be honest, he can talk about anything and I'll watch it. There's something about the way he speaks that makes me feel comforted.
@@peterpcholkin1842 yeah definitely, same here
@@peterpcholkin1842 reported for sexually suggestive content
Gay
@filleswe91 no, this is gay as fuck
FSR has made assetto corsa competizone playable in vr for me by using openfsr. The fact that fsr is open source is just amazing imo.
I'll be honest with you, I didn't even know ACC had a VR option lol, I thought it was only AC. I'm too broke for VR atm but that is good to hear since I play ACC a ton and I know how crap VR can run sometimes. I always commend AMD for their open source projects and general availability, such as the "hairworks" thing we saw years ago and also freesync vs gsync
@@smothdude ACC VR is apparently very bad and has been in that state since launch. I don't have VR myself but I haven't heard a single positive thing about ACC's VR... If this actually makes it playable that would be huge.
The more open source mindset of AMD is what gets me, i cant hate it
Unreal Engine 4 actually has Temporal Upsampling already built in, and I believe it can be enabled on all titles using the more modern versions of the engine, but it's kinda obscure which is why only a few people know about it
Yeah Chivalry 2 uses it by default and its pretty good, comparable to FSR (also requires TAA). As bonus you can pick specific scaling instead of choosing arbitrary levels
In addition, Temporal Super Resolution actually already available since Unreal Engine 4.26.
it dog shit that why no one use it, check avengers game dlss is better than native because it uses taa . these new tricks are the future dlss and amd fsr 2.0 not 1.0 which will be launched with rdna 3 using hardware accelerator
@@samdovakin2977 Except that Avengers uses Crystal Dynamics's own engine, not Unreal Engine 4.
Unreal's temporal upscaling is miles better than Avengers engine's TAA, holding up fairly clean frames in 50% screen resolution.
Anything temporal (except RT) is painful imo.
FSR is really interesting to me because it can run on any hardware, rather than being limited to the RTX cards NVidia has put out. It may not look as good, but as a performant way to upscale an image for expensive games, I think it's doing great work.
Yeah. Nvidia says DLSS requires Tensor cores so why do people want Nvidia to port it to the SteamDeck? It's not possible.
FSR for the win.
PS: FSR is open source so if anyone wants to know how it works they can just look at the code.
The problem is, there are better ways of upscaling than FSR already. Temporal Anti-Aliasing Upscaling is platform agnostic and looks better than FSR, many game engines already have it built into their resolution scaler. Although you can combine the two.
that is exactly why DLSS is so much better. Anything you do has drawbacks and advantages.
DLSS - proprietary, better looking
FSR - open source, worse looking
Of course, this is also a power move by NVIDIA but hey, when you have the brand power NVIDIA has, you can pull things like this. Yes, this is a trend with NVIDIA vs AMD, like it happened to G-Sync vs FreeSync. But NVIDIA isn't daft, as soon as both techs kinda hit their ceiling they opened their graphics cards to work with FreeSync as well.
But, at the end of the day, NVIDIA cards are simply better. Period. If you ever do some professional work (blender for example) you'll know what I mean. And no, I don't mean speed, I mean quality.
You'd go bonkers if you saw NVIDIA's software team. I have professors that have worked with them, and it's kinda insane
Edit: Just to be clear, when I say "so much better" it really only applies to pixel peeping. Just playing the game normally the difference is barely noticeable (except with text maybe, FSR seems to still struggle)
@@SilenceGProd God bless the guys at AMD, it's admirable how much they care about open-source software.
@@PPedroFernandes DLSS isn't actually proprietary. It just requires tensor cores on the die.
I'm personally looking forward to Intel's implementation of upscaling.
Keep looking forward, always keep looking forward.
The Xess!
Why? XeSS will require intel hardware but it also has an "open version" which don't. It's a pretty stupid approach. AMD and Intel should have teamed up on making "FSR/XESS" as ONE feature instead of this. I don't think XeSS will get much attention tbh. Lets talk again in 1-2-3 years...
same, Intel has lots of knowledge when it comes to neural network image enhancing, similar to Nvidia and unlike AMD.
@@Dr.WhetFarts That's foolish to say. The open version is only there because there will be intel chips without XMX support which is needed for XeSS so they are releasing an open version for all GPU's supporting DP4A technology as such they are just catering for themselves.
That's why it's always better to buy Intel or Nvidia if you have the money.
I find both FSR and DLSS incredibly impressive. I almost think FSR is a bit more impressive since it seems to be doing *nearly* as good but without the need for a lot of expensive and dedicated AI hardware.
FSR is actually way better in realistic scenario of playing in 1080p or 1440p at balanced presets.
FSR seems to only do temporal AA, upscaling and unsharp mask. You can do that yourself with any hardware ever built. Nothing impressive about it and results look like expected.
@@aleksazunjic9672 no it isn't, stop lying.
@@oxfordsparky wipe your nose :P
8:25 - FSR is not an anti-aliasing solution. It's solely responsible for the upscaling; it needs a well-antialiased image as an input. Contrast this with DLSS, which does temporal antialiasing, temporal reconstruction, *and* upscaling. The two technologies are not even remotely in the same ballpark and I strongly feel that calling FSR "antialiasing" is only muddying the waters and misinforming people about what FSR is truly doing.
I hope to see better stretching in the future. ;)
i feel like games nowadays just look soo good that its kinda hard to tell if something drops off in quality with either fsr or dlss when playing vs a side by side comparison.
What a great video, and it even ends on Deus Ex: Revision's gameplay, can't ask for more.
One fun thing with FSR is that it has been integrated into a version of Proton you can get.
Meaning that in will be avalible for all games games running on top of Proton.
I love how your upscaling vids just expand my list of "topics I use to divert the conversation to sound more intelligent". Thanks Upscale Man!
I wasn't notified of the reupload, interesting.
Anyway, I do like how AMD allows their technologies to be distributed more, even if NVIDIA's is technically more powerful. It is good to see game engines getting DLSS, but I doubt it'll be as easy as checking a box in your rendering settings so FSR might still be easier to implement (I have no experience with either).
@@Bluelightzero Same here
In ue4.25 the installation was a bit tricky. You had to install a custom version of unreal. Took about 30 minutes or so.
In 4.26+ you need to download their plugin from the nvidia developer website(there is a direct link in the unreal marketplace). Then you drag the plugin file into the plugin folder and press a checkbox to enable it in the plugin list.
Past that there are options to disable TAA in reflections and a slider for sharpness. Although no dev has done this to my knowledge, you should be able to disable DLSS sharpening and use FSR's superior CAS sharpening, which may improve visual quality.
For FSR you have to do a git install of a patch. I have never done that before, but it looks similar to installing stuff on linux. Requires a bit more technical knowledge than a plugin file.
Past that you have settings to change the render floating point from 32 to 16 and a setting specifically for Nvidia GPUS that fixes errors with that change in floating points. You have options for Mipmapping and then a list of options for CAS (the thing that actually makes FSR look good). An option for... HDR PQ Dither Amount? Then ways to make FSR happen before film grain and Abberation, which is great.
And ontop of this, you can enable a setting to make FSR run after another upscaler. So maybe 1080p>1440p dlss/TAA-U than 1440p>4k FSR. Which may be interesting.
personally, reading through the documentation and trying out DLSS. DLSS is a bit easier to install and setup in Unreal Engine. But neither seems difficult enough to where it would actually matter. Any UE dev may as well install both
nVidia is not technically more powerful. FSR is much more useful where it counts - in 1080p or 1440p resolution. Even if you have nVidia card, it is better to use FSR .
@@aleksazunjic9672 sadly not true.
Where FSR beats DLSS is at 4k in some cases. This is because FSR is given 1-2 million points of information, which it can easily mask and process.
Vs DLSS, which is made to take tiny amounts of information and generate new data in the missing parts. 1-2m data points is a bit excessive for DLSS, but 0.5m data points (720p) is more than enough for DLSS to make a good 1080p or 1440p image. Its nowhere close to enough for FSR.
What FSR truly does better is twofold:
1. Contrast Adaptive Sharpening. their sharpening filter, which is just another tech from amd, is amazing and probably the best in the industry under super sampling.
2. No motion vectors. For games made before 2016 or on very low tech platforms. Dlss and TAA-U (the best hardware agnostic upscaler) both require motion vectors. FSR does not, so 2d games and older 3d games are only compatible with fsr.
Outside of those situations, TAA-U is a better hardware agnostic approach and DLSS is better at upscaling from lower resolutions (as stated in the video above).
At the end of the day, if your a small dev using a pre built engine. Just include both. If your a big dev, Nvidia and AMD will send engineers over to implement them for you. Both have their upsides and nobody will complain about having more options
@@CFIREKytb Well, nope. What FSR actually does is rendering models at lower resolution and then simply upscaling them plus some anti-aliasing and other "smoothing" . Performance to quality is mostly related to this drop in resolution - it is similar to resolution scaling which some games already have natively. Where FSR works best is a situation when your GPU could let's say run game in 1080p high, but you want to play in 1440p . In this case FSR with balanced/high settings could give you decent FPS bust in 1440p with minimal quality loss. DLSS is quite a different attempt - you need to have very high images pre-rendered , and then your GPU attempts to "guess" which of lower quality images it produces matches to those high quality pre-rendered data. Obviously, this often fails miserably, especially if you didn't train AI enough in your game, and if your GPU does not have enough time to guess correct picture . As a rule of thumb. DLSS works best in AAA titles with high budget and with high-end cards (that would actually run game nicely even without DLSS :D ) . From a consumer and developer side of things, DLSS is simply not worth of effort. FSR gives consistently better results in most cases where your GPU is slightly "bellow the curve" (lets say you have 20 FPS and want solid 30+ FPS experience) . DLSS works better only in some impractical corner cases.
FSR's broadness makes me really appreciate and admire it but DLSS is very clever and has some impressive stats.
Hats off to both dev teams
Enlisted recently added AMD's FSR like a month or so ago and I was able to compare performance on my RX 570 in both off and on. The thing is that no matter how bad the image upscaling artifacts are on FSR, I am able to run the game on 90+ FPS on high graphics settings, while whitout it, I can't run it on 50 FPS with medium graphics. That's a HUGE difference. Altough the only quality option I think that is not straight garbage is ultra quality mode.
DLSS sounds such a cool technology, but it's such a typical NVidia tech. It barely has any videocards and those are ONLY NVidia cards. It may look 100x better, it may perform 100x better, but so long as it only supports RTX cards, it's as good as useless to me. Not only will I not be able to afford an RTX (even the budget line up) card for 5-10 years in the foreseeable future, but even if I did, I'd be very hesitant to buy an NVidia card exactly because of these things they have been doing for almost decades now.
FSR will only get better (or not, who knows) but I remember when DLSS 1.0 came out and everyone dismissed it because it looked garbage and it had similar comments to mine ("Only the ultra quality option is worth using") on FSR. Now DLSS 2.0 is like a miracle. I hope FSR will get to a similar level in the close future with the same wide avvailablility because in such times as these, we really need measures that get the most out of our used and old videocards, not the solutions NVidia offers.
Isnt FSR AMD only?
@@faultboy nah it’s on NVIDIA cards too
what resolution tho? in 1080p i agree anything below ultra quality is garbage
at this point DLSS vs FSR is just another situation like G-Sync vs Freesync, the open source technology will eventually take over.
@@faultboy works eith basically anything, but it is and will be more optimised through newer radeon drivers. Although Nvidia could technically optimise their drivers as well for it if they wanted since its open source
I love DLSS but I am so impressed AMD released great tech out the gate as DLSS 1.0 was really bad it wasn't until 2 that it became usable.
great tech? it's barely better than just downscaling
Just saying
This video did not showed up in my "subscribed" tab. Found it on main page. I'm subscribed of course
i'll be watching this in 4k on my 1080p monitor to try to get the best visual comparison possible
Thanks to you Ive learned which type of upscaling to use since I wouldn't have understood it to save my life.
Being able to run a game a 800×600 and have it look playable than a higher resolution where it it looks the same but get none to 10 fps
Thanks for making this video, I got really excited when I saw the initial upload but didn't get around to watching it before you took it down and uploaded this version. I'm most excited for the potential that image reconstruction has for getting cheaper cards to run games well at high resolutions. Cheers!
DLSS definitely looks better but the compatibility of FSR from consoles to a lot of GPUs makes me be more excited about it. Great comparison!
EDIT: Also FSR being open-source could yield interesting results in the future.
Well, at least I could run FSR on my APU
Interesting the way you gave DLSS 2 a disavantage (only using 33% native resolution vs FSR 1's 50%) and still giving it the win
Gladly FSR 2.1 is now on par with it, it's so good.
For me, I dont have a nvidia card so DLSS isn't available for me. So far, i havent played a game that natively supports fsr. I modded FSR into steamvr and so far it has absolutely been game changing
Oh my God, this is an absolutely game changer. Definitely will try it out
Great showdown between the two. But something to remember, DLSS is hardware accelerated in the sense it uses the specialized tensor cores to improve the performance, something that FSR in its current iteration cannot do. And speaking of future upscaling technologies Intel with future GPUs aims to bring XeSS that somewhat combines the two technologies in the sense it’s both using ML and accelerated but it’s open - it’s not vendor locked, I wonder if it will put pressure on Nvidia to open the technology in some way for all.
Absolutely. DLSS should be available for the majority of users.
This is the second video in the past two weeks from you on this channel that is not in my subscriptions feed at all...
i love how AMD is still the good guy of video cards, making his stuff open source
AMD is losing more and more GPU marketshare and Intel soon comes out with their GPUs that is targetting AMDs prime segment; LOW to MID-END. Nvidia has 85% dGPU marketshare as it is... AMD better wake up or they won't even have 10% marketshare in a few years...
@@Dr.WhetFarts it's not my fault that millionaires invest in nVidia and not AMD. The stock price doesn't reflect the public opinion. Look at Gamestop, just cause people invested in it doesn't mean that the company is actually doing great. nvidia sucks, intel sucks and that's how it is
Good guy for opensource lmao. Open source these days is just an excuse for companies not to actively develop things themselves and just push the work on community shoulders when they decide to silently abandon the project. Yes, now that it's in active development it's able to bring back life to old gpus which is great for low end gaming stations but I struggle to see it keep up in the long run especially now that the upscaling technology is getting more and more popular. Ue5's taau and intel's Xess are already looking very promising and there are more solutions coming. Instead of focusing on software based solution AMD should definitely start developing a hardware ai acceleration implemented down their product stack to the lowest end GPUs and preferably manufactured by someone else than TSMC.
Also as a sidenote, Nvidia is undoubtedly filled with greedy bastards but even if spatula lord decided to force DLSS to be opensource it would be to no use because unlike FSR, Dlss relies on tensor cores that are only present in Volta, Turing and Ampere GPUs.
They are not Making it open source, they are using already existing openSource projects.
Great example is gpuOpenns denoiser - guess who did the research and created that? Hint: Not AMD.
@@Dr.WhetFarts It has been a few years. AMD market share has gone up to 19%, compared to the 10% it was in 2022. So...not only were you wrong, but you were so off the mark that it actually went (literally) 100% in the opposite direction you predicted.
It's nice to see that both of these are pretty close overall. I think if you use either one you'll be happy.
Finally someone does a proper comparison. I would have loved if there was an even faster movement comparison though. Maybe connecting a controller and making the cameras spin around at the same speed. I do think that is taking it to the extreme but at the same time it really makes sense since certain games tend to be more copetitive, thus you want a more clear image when flicking or snapping on enemies. I would have also loved a comparison with motion blur turned on and off. Either way great video and thanks for going in such depths.
Hey philip, great video as always
I'd just like to clarify a few things, FSR is not an anti-aliasing solution even if it is kind of marketed as if it was one, it was made to improve the interpolation from resolutions that are not a factor of 2 from native, so it is intended for use with regular TAA. DLSS and TSR attempt to do both upscaling and AA at the same time.
DLSS is available for every developper as a DLL file with instructions on how to implement it, but it is not open source. What's really annoying is that DLSS could run relatively well on shader cores (it was running on shader cores with the early versions of Control). They also annonced DLAA that will run the game at native resolution with a better image quality.
On the other end Intel has announced its XLSS that will run on every modern GPU, but slightly better on gpus with dedicated tensor cores. I might be wrong but I think they said it will be open source.
This video is already corrected. The first version FSR was presented more as an AA solution, or at least presented as doing AA. I commented about it just as you did on the first video.
He took the video down, and then now this version is up, where he have added a couple segments where he clarifies. Most of the video is the same, so it has a slight disconnect in what he says.
:)
YAY! ITS BACK! I was really enjoying this video when it was taken down right in middle of the video
I wish someone would cover OpenVR FSR to the same level of detail Philip manages. For Sim Racing in VR DLSS would be fantastic when they sort out the motion trails. DLSS in F1 2021 causes ghosting behind wheels and thin objects like the antenna on the front of the car.
FSR will be massive on the Steam Deck.
Despite it's shortcomings, the fact that we can already enable Proton FSR in almost every game on Linux will be extremely helpful on the lower-end hardware inside the Steam Deck. I've been testing FSR in some older games such as Doom and Mankind Divided over the past couple of months and it is very promising.
why the fuck would you use fsr with doom... it runs on literally anything
@@scarpusgaming Battery Live gets extended
"You won't notice this stuff unless you're looking for it"
Unfortunately for me, I'm the kind of person who cannot unsee something the moment I see it, and it's ALWAYS in my peripheral vision after I see it once.
man the 4k comparison is wild, on lower res i think fsr is clearly worse but at high resolution its as u said looking for details to bitch about
Am I the only one who didn't get this video in the subscription feed? Same with the Game Making Journey Part 4...
I didn't get notified for this video going back up
I honestly prefer FSR on your high resolution test.
also i know for a fact that DLSS tends to artifact and have weird issues a lot, and "change" the scenes (sometimes fire particles get tripled vs native res etc)
Even though this isnt interesting to me, I'l give you a like cause your voice is really soothing to me, its like asmr to me plus your content is always entertaining.
The voice from the clip saying "Let the hunt begin" really freaked me out haha (@ 8:20)
especially coz i was watching a pro match on the side haahah
I hate TAA. I’d rather have no AA and have a flickering mess than the smeary, ghostly bits everything gets with TAA
i respectfully disagree, flickering is a far bigger problem for me
@@ThylineTheGay Different tastes I guess. TAA is so distracting and makes all motion look so strange. Especially in Mafia and RDR2
Same, it's probably alright at 4k but at 1080p or 1440p it's just too blury and overly sharp at the same time.
Id rather use something as simple as fxaa tbh but taa is often the only option because it's necessary for modern effects to work properly. Hopefully that might change with dlss and fsr
Confirmo 👍😎😎
@@existentialselkath1264 Exactly. Such a shame because outside of the smearing it's easily the best AA method when it comes to performance impact and visual quality. Weirdly though DLSS in RDR2 turns on TAA and sets it to max, which means the smearing still comes into play as well as the DLSS itself.
FSR is actually a lot better than I expected. Really nice feature especially for getting more life out of older cards.
I think its also important to note that the specific RTX gpu changes the performance of DLSS due to the number and generation of tensor cores!
This video straight up isn't in my subscription box, I can scroll from "4 days ago" to "6 days ago" without seeing this 5 day old video 🤔
FSR will always take the win in my book as you can use it on cards that actually need the performance boost.
true
Dude, this is a really good comparison.
Finally! Someone who tested both in MOTION
why was this video taken down for so long lol
This is fucking amazing. VR will definitely make use of this tech
I'm in doubt between a rx 6900 xt and a rtx 3080 ti. Thankfully there are still some folks talking in debt. Anyway.. this voice is like a good wild life docu on national geographic👌.
FSR 2.0 coming up, it seems? Curious to see what it will entail (and hope you'll take time to review it :) )
damn, almost missed this video because youtube strangely didn't put this video in sub feed
I think the art filter effect may be a result of MLAA
amazing and deep view of both technologies, i've always said it since fsr came out, sony's playstation checkerboarding upscaling resolution technique is better imo
I know you have a godly graphics card in your PC but I still think you should do a rundown of fsr in steamvr games. It's an easy mod and can get fantastic results. I really think you should do a video on it. It's be a great blend of a lot of your content. VR. Gaming. Upscaling. Realtime upscaling. And being an adorable doofus on camera.
Image quality and performance aside - FSR in general launched in such a better state than DLSS. I'm recalling a vasoline-appearing Final Fantasy 15.
FSR quality looks like first version of DLSS
May i ask how long it takes you to record these benchmarks and edit them? How long does it take to write a script? Im quite curious. Your videos are all in depth, yet all 3 channels pump out quality videos, and Often at that. Also bring back 5 minutes with phil ples :o
@@2kliksphilip thats understandable, to me coming up with a script feels the hardest for me, i can come up with an idea present it and a more improved situation comes out smoother in my head than if i were to try and write a script, so i solute you for your skill. You've come a long way keep it up!
"...and as prices go down. HRRMMM." I felt that.
Very interesting video. Thank you for making this.
This video is like watching a rich person compare different types of Caviar.
It would be fun once you get your hands on a Steam Deck :) Being able to force FSR on all titles is interesting - older ones in particular. True, forcing it has a few caveats - only in fullscreen, affects UI as well, could require some trial and error to enable it (hopefully that will be resolved by then or at least people would've had time to read the docs at least once :D ).
You can already run FSR on all titles using e.g. Magpie (dont let yourself scare away from the Chinese writing).
@@tarakivu8861 , I'm not using Windows so I'm as interested there :)
I've heard of Magpie however I'm familiar with the inner workings of the implementation. It would be interesting to see how it will fare against AMD's driver side implementation through Adrenalin (not sure what the marketing term was - RadeonSuper Resolution was it?)
@@PakoSt Lossless Scaling is on Steam, it's pretty cheap too.
@@alejandro6070 I'm on Linux with Radeon ;) As such, it's pretty easy to get what I need without helper tools.
Good for Windows users though. It would be interesting to see comparison between Lossless Scaling and the Adrenaline driver level FSR implementation (whenever that is released).
I have a 3080TI, I use DLSS in some games when I crack settings and ray tracing... and omg the artifacts it produces in some games. It makes some objects and motions look like a smeary mess and leaves ghost trails of objects in motion in some games. But, it is still a technology that enables you to play some games on some cards you previously couldn't and that gives it a place. Just as FSR have a legitimate place for upscaling 1440p to 4K with pretty good results without the same type of temporal issues that DLSS can suffer from.
So I like that they both exist... I love that AMD made their thing open, AGAIN, and would like for Nvidia to start doing the same. PhysX could have been a thing but Nvidia locked it down so hard with artificial driver locks that even disabled you from using it on an actual Nvidia card if you used an AMD card in that same system.
No game developer will turn technology like that into a main gameplay element of a game if it's locked to one vendor... and so... not counting a few visual showcase games where it didn't impact game play... PhysX fizzled out and putters along...
Even if nvidia wanted it badly, making DLSS open source wouldn't do anything because it uses tensor cores.
The technology would still be limited to Volta, Turing and Ampere GPUs.
@@fire_silicon7803 The entire point is that if it's open source you have the ability to code acceleration support using other technologies etc. PhysX for instance that claimed to need CUDA cores was able to be accelerated using OpenCL, until Nvidia blocked it. The point is, don't make closed proprietary stuff and expect it to become a standard in an open eco system.
FSR as an upscaler is just well... upscaling and then sharpening the image, the same as games could do for decades already as both of these parts are old open-source solutions that AMD did not invent.
And if you want to talk about temporal issues... why not mention the extreme shimmering that FSR creates and sharp details? Or the general blurriness?
"PhysX fizzled out and putters along..."
And that just shows how little you actually know...
PhysX has been the basis for many physics-engines of the big engines like Unity or Unreal. It is open source, free to use, has a well documented API and SDK, is well maintained, works both on the CPU and GPU....... so yeah....
On the other hand AMD also wanted to make a physics-library, and a raytracing library... what happened with those? Right - people didn't really use them cause reported bugs did not get fixed for years and performance was no better than other libraries with better documentation.
Upscaling is going to be needed given the state of the global GPU market. If we can't count of reliable supply then creativity from GPU manufacturers and game devs is necessary.
Indeed, this video is the analysis we need. Hoping to see more if and when both DLSS and FSR get further tweaked in updates. And all this before Intel comes forth with its own implementation; apparently being guided by the hand of DLSS' original architect.
I liked this comparison, however the beginning of the video showed better results at a higher resolution for AMD's side so I would hypothesize that FSR would perform differently at higher resolutions than DLSS. I'm curious of these results compared to more capable hardware in the future 😎
FSR is basically the poor man's DLSS (me included) and it works nearly as good as its competitor. I hope FSR gets more popular among new & old releases.
same, its a real game-changer for people with non-RTX gpus!
It probably will considering how easy it is to integrate. I hope DLSS 3 or whatever the next big version will be called will be easier to integrate and even better too cause both are great.
@@batt3ryac1d as far as I know DLSS 2.0 no longer requires training each game indivudually. So it does take less time to add, but it still requires those expensive GPUs people are trying to get
@@minerkey682 True, but the game developers need to tweak their game to “play nicely” with DLSS
@@bearpuns5910 yeah, its much more work compared to FSR - apparently it took a dev just 2-3 hours to implement Super Res
An idea.
Find a macro recorder that can record mouse movement.
Record yourself playing through a level normally.
Run the macro of your playthrough on DLSS/FSR to get the exact same movements, and angles from the game for even more direct comparison shots.
I think one of the best use cases of FSR would be displaying arbitrary resolution images on a fixed resolution screen. You would no longer have to worry about 3200x1800 output looking horrible on a 4K display. Instead, you would be able to run a game at whatever resolution that gives you stable frame rate and upscale to your native resolution. Maybe one day, it would even work on top of dynamic resolution, so we could freely pick anywhere on the whole spectrum from more variable frame rate to more variable resolution as our preferred setting.
I came in here ready to crap on this video for the very idea of comparing two algorithms that are in such completely different tech tiers that pitting them against each other is misleading in principle, to say the least. But I have to admit, given the title, this is maybe the best possible video that could have been made.
They are all good as long it looks better than native 1080p.
To me the golden standard would be to have a native 1080p at 60fps or above with every options maxed out.
Then is you can sustain that, then you can see if you can choose a higher native resolution or going into the reconstruction method.
Just in case you see this, ICARUS has a beta going on october 9 to 10. It also has both FSR and DLSS. And lot's of foliage!
It'll be interesting to see how Intel's upscaling technology (xess) holds up compared to dlss and fsr
I'd rather trust Intel than AMD when it comes to that. Intel has lots of knowledge training neural networks for image processing related tasks very much like Nvidia does, but Intel tends to open source them ;)
FSR implementation in God of War was the best I've seen. It's better than even the native render scaler.
No matter what, I'll always have love for what AMD has been doing. If Nvidia had their way we'd never have any options, while AMD is always making things open for all. I would be a damn fool not to respect it, especially at this day and age. They're offering a solution for Nvidia's OWN HARDWARE that they won't support.
I saw you in-game on your server but forgot to ask if it was normal for portuguese server to appear on your server browser
anyways, nice re-upload
i want this in cs, along with not an office mouse which is what I'm using now, csgo feels like a boat even though it runs at 300 fps without problems at 1440 or 1080, and 200 at 4k minimum
one huge advantage for FSR is that it can be applied to any game on linux with proton-GE
Most devs implement fsr as a post process before the ui layer, while tools like magpie implemented it as post process on the final output with the ui, so it works for for all games, without injecting the memory amd triggers the anti cheat. And the reason why it's easy to implement os when you look at the source code it's literally a modified lanszos filter with neighbor sampling and a image sharpening filter (RIS).
Do you happen to know the performance difference between Magpie & the Lossless Scaling app on Steam?
I was just looking into FSR because there's an FSR OpenVR mod which helps with VR performance a ton
It's quite the shame that DLSS is the superior upscaler for ultra low resolutions and upscaling presets, like 720p, because non of the current gpus that support DLSS have any issues running pretty much anything at these low resolutions. Even 1080p is overkill (underkill?) for pretty much all of them. So it would be really much appreciated if AMD would find a way to make FSR more appealing for lower resolutions, or if Nvidia would find a way to make DLSS (perhaps a watered down version) run on gpus without tensor cores, like the one they used in control.
Also, FSR really shouldn't be used as an anti aliasing alternative, because it can be quite bad at resolving really hard edges and moiré. If the image is already anti aliased though (i think even FXAA is sufficient most of the time) the image will indeed have very little aliasing. So best practice is to enable any for of anti aliasing if possible (maybe not TAA because of temporal instability, but that's up to preference).
Interesting to see the differences, as I was interested in how FSR performs.
Just a quick note. DLSS as it is now (v2.1 and higher) is fairly easy to integrate compared to its previous iterations as it works with a generic model that does not need to be trained by NVidia. In UE4 it's even easier to integrate though a plugin (just drop the plugin into your engine's plugin directory and activate it in the editor), compared AMDs solution, which requires you to apply a patch to the engine source code, though Git, and then a full rebuild of the engine.
Obviously this doesn't necessarily apply to other engines.
The reason Steam Deck is using FSR is implementation. nVidia doesn't bother much with tiny integrated GPUs anymore, while it's a perfect spot for AMD's APUs and Intel's equivalents. Plus, Steam is the indie platform. Most of the engines used for those games are gonna be easily worked with when implementing FSR, which matters even more.
“And as their prices go down..” *long pause*
Yeah I feel ya.
I believe that FSR will be a large factor for the latest gen of consoles. Clearly the promise of 4k60fps without compromise won't be met for future demanding titles on series x and ps5. That makes FSR a great fallback option for developers to run games at let's say 1440p and upscale it to achieve something that is pleasing for the eye on the now-so-common 4K screens. Honestly I would've wished that this gen wouldn't be the 4k gen but rather the 1440p high fidelity+framerate gen. Sadly 4k screens got popular way more quickly than expected and the hardware can't quite keep up yet. (Hence the mid-gen upgrades on last gen for damage control)....720p Xbox one game on a 4k Screen still makes me shiver...
Current DLSS isn't a pain unlike the O nothing like adding real path tracing to your entire pipeline or getting rid of bufferbloat in your stack/netcode.
Temporal upscaling, Xess, FSR, and DLSS are all relatively easy if a dev has been given the means to adjust for it. Most games should start featuring 2 of the 4 mentioned to spread performance to better metrics than native only rendering.
FSR real weakness is that if image is already crap due to the engine it won't fix those flaws and may enhance them but it's actually great for peak performance vs IQ and some performance that DLSS offers.
May I ask what version of DLSS you used? Every game ships with a certain version and usually the devs don't update it which is a shame because DLSS improved a lot since the first 2.1 version. There are even experimental DLSS versions, one of which (called White Collie 2) has much much improved anti-ghosting, you should try it!
Cant take that DLSS did not "win" in performance lol.
@@subcinericius what the fuck are you talking about? I'm just asking what version he used and if he knew about the better anti-ghosting in the beta DLSS lmao this has nothing to do with performance
@@2kliksphilip sure it's understandable you won't test every single version of dlss to pick the best for this game, I just wanted to know if you knew about the beta versions 😋 thanks for taking the time to respond !
AMD deserves a lot of credit for FSR. Given how it is nearly impossible for the average pc gamer to get a new GPU these days.
I hope modding FSR into games becomes commonplace, since the performance gains open up a ton of new stuff for low end PCs.
I heard DLSS 2.0 looks better until you move. Then DLSS2.1 was supposed to have fixed that. However AMD FSR is free to almost all cards, and almost as good.
I have a RTX 3080 and had it for a year now. Tried both. FSR is decent but DLSS is superior. If a game has both, I will choose DLSS every time. FSR have more upscaling artifacts.
Small correction: To run DLSS, you don't necessarily need an RTX card , any Turing/Ampere card would work, so non-RTX cards cards like the 1650 or 1660 super can also run it.
Admittedly it's not that big of an expansion to the cards that can run DLSS, but still worth mentioning as a lot of people are running those cards.
This was originally three comments, but I decided to summarize it into one for anybody curious.
2021 Testing: Red Dead Redemption 2 is my favorite game, and having spent hours changing AA settings for it I was excited about DLSS in this game. Here it has been a disappointment however. After much testing the game looks better with AA than with all DLSS modes at 1080p . No matter how much I tried I got very little (20% at ultra performance) performance increase for horrible image quality.
Early 2022 testing: But recently RDR2 got FSR, and I got a new PC and a 1440p monitor. No combination of AA, DLSS and sharpening could produce an accepting image for me, but FSR at its best quality settings manages both the best looking image AND higher framerates than native. DLSS Quality either looked too sharp, even if sharpening was turned down to 0. And any other mode looked blurry and smeary like TAA which already ruins the image in this game at 1440p.
Late 2022 testing: I got a 4K monitor and with my mix of Ultra/High settings FSR 2.0 Quality no longers produces a better looking image than native, as TAA finally seems to not blur and smudge this game so much. But it provides a unnoticeable difference for around a 10% performance boost, which is not a lot but brings it from 57-60 to 60-65 so it feels much smoother and more consistent. DLSS Quality is about the same as the others, but feels choppy and doesn't give me a noticeable difference in FPS compared to native, shadows at the end of the screen started shimmering as well without chaning any other settings so I turned it off.
I haven't tried FSR 2.0 on a 1080p monitor, but for both 1440p and 4k RDR2 with FSR 2.0 provides better/equal visual quality and higher framerates, so I would recommend going with FSR 2.0 for this title.
I was playing battle for neighborvile and I put the game to 1440P and put FSR with magpie, but some reshade sharpening on, and fxaa and I could not tell the difference between that and 5K truly crazy and an amazing upscaler.
Can't Wait for Intel XeSS to come to all cards aswell, more competition to Both FSR and DLSS.
DLSS is much more matured right now, but with FSR gaining age those differences will be even smaller.
This video feels really familiar, like it was uploaded yesterday and then deleted again
Watching this at 480p :D
you should be doing a test of a software called "Magpie" that upscale any windowed game with any upscaler (there's AMD FSR in it) should be interesting to see your opinions and analisis on that software :O
Being a 24 year old who grew up playing modded MC at 15-30fps and playing other games like Warhawk, Starhawk, Planetside 2, Factorio, Half-life 2. All of these settings look high enough that I can't tell the difference in a gaming setting. Though I might make the game look worse on purpose just so I have to use my imagination. Kinda like how ultra kill allows you to make it pixelated as hell if you wish to challenge yourself.
Regardless of which looks better in whatever case. I hope Nvidia starts supporting this technology too. Feels like it could be a good option for increasing the performance of older games.
Also, we can't forget about Intels upcoming Upscaling technique. XeSS is supposed to use motion vectors like DLSS except that it'll run on any GPU from GTX1000 series higher. (Unfortunately, i have GTX970 :( )
Chernobylite is another game that supports both FSR and DLS if I'm not mistaken.
I mean, I'd say the steamdeck using FSR is perfectly acceptable. I doubt the artifacts would be all that noticeable on such a small screen. Plus performance wise since they use presets that you aren't tweaking like normal game settings, I'd personally rather have the handful more frames FSR offers.