AMD’due south original implementation of its FidelityFX Super Resolution technique, while good, was not quite on the same level as NVIDIA’s DLSS solution in many circumstances. FSR has its advantages, to be articulate—it’due south super-like shooting fish in a barrel to implement and information technology has a depression performance cost—just it wasn’t a massive visual upgraded over the bilinear upscaling most games already offered every bit an choice. FSR ii.0 aims to modify that.
Smart upscaling technologies came to the forefront of gaming graphics during the concluding game console generation, when players were buying 4K TVs, nonetheless even the upgraded game consoles (the Xbox One X and PlayStation 4 Pro) struggled nether the massive weight of 8.3 megapixel-rendering. Techniques like dynamic resolution and checkerboard rendering became standard beyond the industry almost overnight.
When DLSS came out, it was a unique technique that ultimately needed some additional refinement. Information technology required huge pre-trained game-specific AI model downloads and in some situation was arguably less effective at reducing upscaling artifacts than a standard blur filter. It could also innovate some strange artifacts on its own. NVIDIA updated and fine-tuned the technology and came up with DLSS ii.0, which is virtually a complete overhaul. It’s basically a temporal-anti-aliasing-based upscaler with some cloak-and-dagger NVIDIA sauce, and information technology works great.
Simply equally information technology took NVIDIA two tries to get DLSS right, now here we are with AMD’s second endeavor, known naturally as FSR 2.0. It’s only bachelor in one game right now, and that game is Arkane’s
Deathloop. We’ve tested FSR 2.0 directly against DLSS, which the game also supports. If you’re in a hurry, nosotros’ll give the game away: FSR 2.0 is a apparent competitor against DLSS 2.x.
We’re hesitant to make any more affirmative argument than that because we’ve only been able to examination it on a unmarried game, and that game’s implementation of DLSS is not the best. Notably, information technology lacks a DLSS sharpness control. Due to the limited testing circumstances, this isn’t going to be a real deep dive into FSR 2.0; nosotros’re just taking a quick look at some screenshots, which doesn’t tell the total story. However, this is a fair comparison of a current version of DLSS and FSR 2.0, so without further ado, allow’s get to pixel-peeping.
FidelityFX Super Resolution 2.0 in
What we’re going to practice is pore over pictures from four scenes in the very get-go of
past cut out portions of screenshots to nowadays them without resizing. Nosotros’re testing using the “Functioning” preset for all of the upscaling methods, because the perfect 4:1 upscaling from 1920×1080 to 3840×2160 produces the to the lowest degree visual artifacts, and it also presents the biggest operation proceeds.
The images below suffer slightly from the lossy compression we use on the site here. If y’all’d similar to become the full-resolution, full-quality source images, you lot tin hitting our Google Drive [297M] for them, and we recommend you do so if y’all actually want to become a skillful expect at the pixels.
This scene is right at the outset of the game, in master character Colt’southward workshop. Actually, all of our instance scenes were at the start of the game because no-one on staff has fully played throughDeathloop, and so nosotros didn’t have whatever salve game files at the gear up. Immediately, FSR 2.0 and DLSS both look superior to the native presentation, which is impressive considering they’re working with simply 1/4 the input pixels. FSR 1.0 is clearly non on the same level.
The well-lit second test scene even more clearly demonstrates the operation of DLSS and FSR 2.0. Edges are both clearer and smoother, while object interiors seem more detailed after the upscaling. Notwithstanding, yous tin also come across testify of some clear over-sharpening artifacts, especially along the acme edges of the books. The over-sharpening effect seems ever-so-slightly worse on DLSS in our eyes, although in that location’s some disagreement on that matter amidst the staff.
includes a sharpening command for FSR, simply we left it at the default value of ten (maximum) for the purposes of this comparing because DLSS, despite supporting such a function, doesn’t have an equivalent control in this title. Other games, like
God of War
, have provided a DLSS sharpening slider, then it would be nice to meet feature parity in time to come titles for the sake of comparison.
DLSS really falters ever-so-slightly in this case; the lines on the geometry aren’t as solid as those that FSR 2 produces. However, both electric current solutions are far superior to the native presentation, and FSR 1 looks pretty good hither also. In that location’s some other effect that yous can notice hither which we’ll talk nearly more than in a moment—find how the expanse backside the wooden planks is much darker in the native resolution shot?
This shot, from the starting time of the first level of the actual game, is a long shot down a street. DLSS clearly completes the neon sign ameliorate than FSR two.0, and it does a better chore with the geometry below, too. FSR 2.0 doesn’t exercise a bad chore though, and FSR i.0 doesn’t look about equally good. The native presentation is much brighter than the other 3, because the lighting in this scene is radically different at full 4K—take a look:
One thing to go on in mind when using these upscaling methods is that the game engine is rendering the game in a lower resolution. In modern game engines, this can have big effects beyond just how precipitous the geometry is. In Deathloop, the game seems to use ray-traced screen-space furnishings for some of its lighting, and lowering the render resolution means that yous have less “screen space” to piece of work with, ultimately changing the final issue.
Tested using “Operation” preset.
While both FSR 2.0 and DLSS offer a marked improvement in prototype quality in
Deathloop, the ultimate goal of using image upscaling is to improve performance, without marring the visual feel. Our test auto, equipped with a Ryzen vii 5800X3D and GeForce RTX 3080 Ti, handles
Deathloop‘s Id-Tech-derived Void Engine with aplomb, but information technology sure would be nice to top triple-digit framerates for our fast 120 Hz gaming monitor. And, with upscaling, you can.
Beyond our testing in this game, we constitute the performance of FSR ii.0 and DLSS to be functionally equivalent. That’s nice considering that the paradigm quality is reasonably comparable, and besides that FSR ii.0 is fully open-source and cross-vendor. We’re not quite sure how much DLSS 2.0 leverages a GeForce RTX cards’ specialized tensor processing cores in Deathloop, but the fact that FSR two.0 lands a few blows in the comparison without any such specialized hardware is something AMD can (and does) boast about.
Indeed, developers who wish to implement FSR two.0 can do so using the source code from AMD’s GPUOpen project. The Radeon squad claims that it but takes five minutes to implement FSR 2.0 if you’re already implementing DLSS, as they require the same inputs. Considering the improvement over FSR 1.0, we hope every programmer jumps on AMD’southward new engineering science equally soon as possible.