-
I noticed in the written guide they put up that they had a picture of 4k Native, which looked just as blurry on the character's textures and lace as FSR upscaling from 1080p. So FSR wasn't the problem, and actually looked very close to Native.
Messing around with Unreal Unlocker. I enabled TAAU (r.TemporalAA.Upsampling 1) and immediately noticed that the whole character looked far better and the blur was removed.
Native:
TAAU:
I had already disabled Motion Blur and Depth of Field in the settings but the image still didn't look good with TAAU off.
I started playing with other effects such as r.PostProcessAAQuality but it still looked blurry with TAAU disabled. I finally found that sg.PostProcessQuality 0 made the image look so much better... which makes no sense because that is disabling all the post processing effects!
So one by one I started disabling effects, and r.DepthOfFieldQuality 0 was the winner.. which was odd because I'd already disabled it in the settings.
So I restarted the game to make sure nothing else was conflicting and to reset all my console changes, double checked that DOF was disabled, yet clearly still making it look bad, and then did a quick few tests
Native (no changes from UUU):
Native (r.DepthOfFieldQuality 0):
FSR Ultra Quality (r.DepthOfFieldQuality 0):
TAAU (r.TemporalAA.Upsampling 1 and r.SecondaryScreenPercentage.GameViewport 77):
As you can see, FSR Ultra Quality looks better than TAAU for the same FPS once you force disable DepthOfField, which TAAU is already doing (likely because its forced not directly integrated into the game).
But don't take my word for it, test it yourself. I've given all the tools and commands you need to do so.
Hopefully the devs will see this and make the DOF setting work properly, or at least make the character not effected by DOF because it really kills the quality of their work!
See here for more info on TAAU
See here for more info on effects
-
wait, taau isn't implemented ingame already? you have to use unreal unlocker?
ID: h2ulvwp -
Excellent work. This needs prompt acknowledgment from DF.
ID: h2v3939They did on their reply to the original thread on
ID: h2v60ybThey acknowledged it but very clear that it's no big deal and a waste of time. Alex likes to mold the facts to fit his conclusions rather than the other way around. Nvidia exclusives don't come free you know.
-
Also, I would like to point out that there was a visible difference in Godfall between native 4k and FSR ultra quality in their channel, even without zooming in! I saw no such difference in other reviews even with 200% zoom. I suspect it's because they may have turned on AMD CAS for native, which makes it look like 4k+.
ID: h2v4n3bI think you are onto something, if you look at Alex's latest images uploaded on twitter you would see, simple 1080p upscale to 4K sometime looks sharper than FSR Performance, and even though TAAU looks sharper than FSR you would notice huge sharpening artifacts on TAAU version
/1407956857998745600" class="reddit-press-link" target="_blank" rel="noopener">https://twitter.com/Dachsjaege/1407956857998745600
It's bugged and they are adding sharpness, it's ridiculous how they keep comparing something that is not present in the game and adding their own touch of sharpness.
Looks like his GodFall testing is just as bugged with DOF:
Yup, it seems he might be out to discredit FSR. I've replied to his tweet and he more or less confirmed that he used CAS on simple upscaling, TAAU and native. His reasoning is that it's an option in the game and FSR uses CAS.
But FSR's sharpening pass is intentionally subtle in order to try to mimick native. CAS applies a far more aggressive sharpening and any upscaling that has it will look sharper than FSR. He of all people would have known that.
In Digital Foundry video about FSR, first game Godfall he left on image sharpening, and then compared native vs FSR, when you look at Hardware Unboxed video about FSR you can clearly see the difference between there video and digital foundry...
the godfall devs should probably force disable image sharpening if fsr is being used since it does it's own thing.
They did, in Godfall if you enable FSR, CAS gets disabled automatically.
You should post this to the DF twitter.
Oh man, as a bonus of FSR does this mean devs will start paying attention and not use poor AA implementations or put blurry shit all over the screen? That would be amazing.
FSR is made to use in addition to AA so I doubt it personally.
It exacerbates shit AA though so I dunno it might have some surprising incentives to do better
Yeah, I think most developers, or at least the developers who want to get the most out of FSR will think about upgrading their AA.
Yes; using bad AA makes FSR passes look worse, so devs are now incentivised to use better AA - perhaps AMD's own AA implementation which is as free and easy to implement as FSR.
IIRC one dev said it took him 2 hours to implement FSR, and four hours to implement better AA. That's less than one day's work to get the total solution up and running.
kingshunt fixed the DOF issue.
I think that was only for the in game setting, but I'll probably do some more testing on this (and Godfall) tonight 🙂
BTW if people wanna see how good RIS can scale.
Here are some RIS 10% & RIS 60% in Dota 2 with FSR at every 10% interval (from 40-90% + Native 100%)
Click link to get comparison slider.
So you can put RIS over the top of FSR?
Even Nvidia owners can use RIS/CAS by adding reshade to a game. I already posted a thread about this and it does indeed make FSR look incredible close to native, certainly better than the default sharpening set by AMD.
Great find! Yes FSR image looks much better than TAAU.
Every other reviewer other than DF already knew that. Its only Alex who claimed they are worse.
The second I saw that particular comparison I knew there was something wrong with it and i knew there would be a highly upvoted post about it on this sub.
This is huge, DF convinced everyone over
that FSR is vastly inferior to UE4's TAAU and it turns out their entire argument was built upon a mistake? If if weren't for this post, I would have left convinced that FSR is decent but inferior to an already existing alternative, making it kind of pointless. Hell, I loaded the screenshots in GIMP as layers to compare them better, and FSR was noticeably sharper than TAAU in this example, far from what DF showed.This could be an honest mistake from DF, but regardless it's still a bit unprofessional to draw conclusions from one single example that turned out to be extremely misleading. Now the least they could do is own their mistake and try to undo some of the undeserved bad press they caused for FSR with a follow up video.
Also, I wonder why this post is 92% upvoted but there isn't even one single comment debuking it? I guess some people just don't like to hear that AMD isn't bad?
nvidia mindshare is strooong, they dont want the purchase they made lose value
So that's why their review was kind of negative?
Alex's review was likely negative cuz he went in expecting FSR to be bad and then sought out to prove it.
its all intentional. notice how in their written FSR review there is NOT a single "direct" TAAU vs Native Res comparison photo. TAAU photo comparisons is shown only VS. FSR and never VS. Native Res. this is to hide the fact that NATIVE Res is also blurrier than TAAU which is clearly points out that enabling it messes up the postprocess pipeline with DOF being broken which leads to "1080p to 4k TAA upsample" having better clarity than 4k Native Res thus making their "ANALysis" flawed and incorrect. the truth DOESN'T fit the narrative they are trying to spin which is "TAAU makes FSR obsolete and there are other -greener- techniques that's even better than TAAU *wink *wink *nudge *nudge."
also fuck DF with this TAAU argument. it existed way back in 2018 with UE4 version 4.19 but DF never even acknowledged its existence and this is before even DLSS 1.0 was launched yet they never even mentioned TAAU on their channel or their DLSS vids or articles - let alone inform their viewers to know its even a thing that exist. and only when it is convenient to use do they put it right front and center like it can cure cancer or something. they even fucking brute forced enabling it just to prove a point. i never saw them doing that other UE4 games to compare image quality VS DLSS with. so why go the extra fucking mile now?
TLDR;
Digital Foundry on DLSS pre-2.0 vs TAAU: ...
Digital Foundry on FSR 1.0 vs TAAU: "TIM SWEENEY WAS ABLE TO BUILD THIS IN A CAVE!!! WITH A BUNCH OF SCRAPS!!!"
go check out their alleged paid promo of dlss on control. the images they used as "native" for their comparisons were an absolute joke.
Digital Foundry itself is an absolute joke. they razzle and dazzle the average viewer with technical buzzwords even if it can be explained in much simpler terms. they go to such lengths hoping that their bullshit won't get caught as the average viewer scratches their head trying to figure out their copy-pasted-technobabble and are too lazy to google it themselves so they just take their word as gospel. there is a reason Digital Foundry is isolated from all the other techtubers. its because the likes of GN and HUB knows better than to associate themselves with a bunch of try-hard shills. they didn't even lift a finger when NVIDIA tried to strongarm HUB when even Jayz2cents and Linus came to defend HUB. not even in any of their "podcast" did they discuss this.
remember nvidia's "GPP" debacle? because DIGITAL FOUNDRY has never heard of it. watch their FFXV DLSS 1.0 vid and the absolute glowing praises these morons gave it going as far as to say "its better than NATIVE" - and now they downplay FSR for achieving better results than what DLSS pre-2.0 ever did.
Oh damn. Well that's certainly misleading. In that case it actually changes my perspective on FSR. So far I was under the impression that FSR was at best comparable to established upscaling solutions but it actually seems to be better in which case it's actually something to be excited about in upcoming games.
I never go to digital foundry for anything pc related. I do enjoy the console side of things but there always seems much better places for the pc stuff
I would expect them to have their testing methodology under control. It seems this isn’t the case.
I think they were very unprofessional in their coverage. The title of the video was a bit misleading - "Big FPS Boosts, But Image Quality Takes A Hit". The truth is that ultra FSR looks very much close to native and it really is nothing short of amazing. That should be the main message of the video - free FPS without much sacrifice, which they even later state in the video itself. DLSS also looks like shit on Performance mode - not so much so as FSR, but shitty nonetheless.
Not sure why people still give credit to those guys.
Sorry, according to them gtx970 3.5GB was as good or better than R9 390 with 8GB. Their hardware articles are bad.
DLSS1 was amazing, they didn't see artifacts, fucked AA with vertical lines, blur, didn't compare to any other upscaling, etc. It was HUB the ones who simply compared to render at lower resolution and show how DLSS1 was ridiculous.
Raytracing is the same, they are unable to see the cons and when it looks worse than fake light. You know, raytracing is not always realistic and some comparisons lacking other effects were ridiculous at their time.
They are a source of console wars with their ridiculous zooms and pixel counting.
Their hardware comparisons between consoles and PCs are laughable.
...
Just because of this post, you're on /
's hit list nowi honestly dont get why are people so dense and critical about fsr, especially digital foundry which has been trying hard to be the one that 'stands out' from other reviewers for the past two days.
personally, as long as fsr could produce better image quality with a minimal hit on fps when comparing to basic resolution up-scaling, i will say that it has achieve its goal. this kind of open solution is a godsend for the current gpu market and i will praise it even if it is just marginal improvements over what is available.
generally, although fsr is just starting, several devs have commented on the ease of implementation of fsr. with the wide range of hardware that fsr could work on, this basically means almost all gamers will eventually benefit from fsr at some point. reviewers can definitely be critical about how fsr is inferior to other methods but purposefully left out the accessibility of fsr is just unprofessional to a point it feels like personal grudge. (DF's history of being close to nvidia is also not helping here)
i fail to see how the minor degradation on image quality should affects one's opinion on this type of things this much--it's like the freesync vs. gsync debate all over again.
Alex here from Digital Foundry -
OP
made a point which is very true. I will update our article to reflect this and change the game comparison for TAA U from Kingshunt to Godfall which does not have DOF aperture affected by upsampling.Doing that does not at all change the conclusion our DF coverage - as if you look at the detail without DOF anyway, it is pretty easy to see how much better TAA U is. Something we also tested in GodFall but just did not include in the video. Images of God fall below at my twitter
/1407956857998745600" class="reddit-press-link" target="_blank" rel="noopener">https://twitter.com/Dachsjaege/1407956857998745600This is a cross post from
Edit: Article will probably be updated around noon time after a meeting.
Yep