- [TPU] The Medium: DLSS vs. FSR Comparison Review
-
"The FSR render path also clearly uses some heavy sharpening filters, which DLSS does not. The game does support the FidelityFX sharpening slider, but for some weird reason, this slider disappears when FSR is enabled."
Maybe because AMD recommends not using additional sharpening on top of the sharpening pass built into FSR?
Come on TPU, do at least a little research.
ID: hcpl93n
Sure you could modify the slider. It doesn't change the fact that it's not a "weird reason". The reason is well known, and other games that make use of CAS and FSR disable CAS (and the corresponding settings, if any) when FSR is enabled.
You omitted the second part of the paragraph, that’s rather misleading considering he goes on to say
. However, with DLSS enabled, the FidelityFX sharpening slider is available. I am not sure whether this is just a bug or intended, but the fact that you can’t control the degree of FSR sharpening with FSR enabled is unfortunate.
in the quote you’ve picked he mentions that FSR uses “heavy sharpening filters”, it’s pretty obvious he didn’t want to add more sharpening on top of it like you claim but to “control the degree of FSR sharpening”
Come on dlove67, at least read the article properly before you accuse others of not doing their research.
Did they even read the FSR guidelines that are available since it's release?
If a game already features FFX CAS, it is to be deactivated when using FSR because it's replaced by RCAS within FSR itself. Riftbreaker did the same thing.
However, in my opinion it would be best to not deactivate the slider itself but instead assign it directly to the RCAS factor when using FSR because there are games where the devs did way too much sharpening with FSR while others could need a bit more of it.
They don't even have to make it use the full scale from 0.0(sharpest) to 2.0(blurriest) but let us choose a small offset from the original value.
For example if the dev set 1.5 for FSR UQ, let us slide from 1.2 to 1.8 and when using FSR Q and they've set it to 1.3, let us slide from 1.0 to 1.6
When i hear this "it even results in more detail and better image quality than the native 1080p resolution", i automatically leave the article
Highly debatable yes, I also didn't like his summary, as it just mentioned DLSS to be better in 1080p and not the fact that both are good in 4K and 1440p.
Hardwareunboxed has a very good comparison for DLSS vs FSR.
These kinds of comparisons always use RTX cards, for obvious reasons, but don't AMD cards have additional optimizations for FSR via drivers?
one would assume, havent seen a comparison between fsr on amd and nvidia tho
Because they don't.
Not really. It's a completely shader based pass, so it'll perform on the same level as any other shader on such driver.
In theory, AMD OpenGL with FSR would perform worse than Nvidia, while DX11,12,vulkan favor AMD marginally.
Nvidia can also apply optimization passes for FSR specific shaders.
You're probably thinking of RIS, which used some of the fixed functions in navi+
Typically there is no big difference between AMD and Nvidia cards, as long as they have comparable shader performance.
And there isn't that much of a performance hit from FSR to begin with, so driver optimization can't do that much. Best thing that could happen is that an AMD card will lose 5.5% using FSR compared to native rendering while an Nvidia card would lose 6%.
Based on what AMD said when they showed FSR working on a 1060, I assumed there would be a difference. Do you have a link to FSR reviews showing results for both AMD and Nvidia cards?
3000 series actually has a problem with using FP16 and has to use FP32 which has more overhead (slower rendering) in DX11.
/FidelityFX-FSR-Overview-Integration.pdf" class="reddit-press-link" target="_blank" rel="noopener">https://github.com/GPUOpen-Effects/FidelityFX-FSR/raw/maste/FidelityFX-FSR-Overview-Integration.pdf
Maybe because AMD recommends not using additional sharpening on top of the sharpening pass built into FSR?
Except instead of using two Sharpening passes, the sharpening slider could just be sent into FSR.
Come on TPU, do at least a little research.
You should do some yourself. Its easy to change where the slider variable goes. They change it from being sent to CAS to being sent to FSR and let the user control the sharpening level still.