Marvel’s Avengers 4K FSR vs DLSS | i7 10700F | RTX 3080 (MxBenchmarkPC)

1 : Anonymous2021/07/17 16:05 ID: om736x
Marvel's Avengers 4K FSR vs DLSS | i7 10700F | RTX 3080 (MxBenchmarkPC)
2 : Anonymous2021/07/17 16:08 ID: h5j0okt

Image quality looks the same to me, but DLSS has better performance by about 4-5%.

The bigger difference is, obviously, that FSR runs on any GPU, is open-source, and takes hours/days to implement by game devs. DLSS on the other hand takes months or even a year to add to games, judging by past releases.

ID: h5k0ofa

No it doesn't. Maybe back a few years ago when 1.0 was current. Now with the Unity and Unreal integration, it takes about a day. Sometimes it's even just a button press.

Hey

! I'm Joe, the developer of The Fabled Woods! I've been working with Nvidia to implement Ray Tracing using Unreal Engine 4 over the last few months as a solo developer, what do you think?

Thanks =) DLSS was just simply enabling the plug and clicking a button!

ID: h5k7r9a

If it took a day, let alone a button press every UE4 game would ship with it.

I've been working with Nvidia

There's a myth that DLSS "just works", promoted by Nvidia. The reality is it takes many months, or even a year, to get working to a satisfactory level - and in the real world, it requires assistance from Nvidia to get right. The evidence for this is the long lag between a game's launch and DLSS support. Case in point, Doom Eternal launched in March 2020 but only got DLSS in June 2021...15 months after launch. Note that Doom Eternal was an Nvidia sponsored title, and was one of the major games used by Nvidia to promote the RTX 30 series.

FSR on the other hand is designed, out of necessity, to be fully open, transparent, and studio-serviceable; AMD simply don't have the resources to send engineers to every studio, so they designed a product that's so easy to implement and understand that devs don't even need to let AMD know that they're using FSR, let alone ask AMD for help understanding what FSR does and help implementing the tech. Hence, FSR support requires hours or days to add, not months or years.

DLSS was just simply enabling the plug and clicking a button!

I can add DLSS to any project, but it doesn't mean it'll look good. DLSS being a black box solution makes implementation and testing extremely difficult. Devs have no idea how the fuck it works - all they can do is read Nvidia's docs and try to fuzz test the thing. FSR (and other open source algorithms) are the opposite - devs know exactly what the algorithm is doing, so can tune their engine to take advantage of the algo, or customise the algo itself.

And that's why, one month after launch, there are already 14 FSR games - so FSR already has a quarter of DLSS' supported games list, despite DLSS being 3 years old and FSR being just a month old. By this time next year, most major games will ship with FSR, and DLSS will be relegated to a handful of Nvidia-funded titles.

3 : Anonymous2021/07/17 16:43 ID: h5j55c4

Terrible test. The first scene wasn't even in the same sync, also the test is conducted on dark areas, where the difference between FSR and DLSS is harder to notice, and that is true with every games as well,

on these different tests conducted by others however, it is very clear that DLSS is the winner, especially at lower resolution like 1440p or 1080p..

ID: h5k425p

that 1080p test feels like FSR and native are both getting visually destroyed by some awful antialiasing technique that probably doesn't get used when DLSS is turned on

ID: h5k4vv6

Game's own AA method probably is doing a poor job, similarly to how RDR2 did with it's infamous blurry TAA method.

But unfortunately this isn't something that FSR will be able to fix at all as it's forced to run through with it, unlike DLSS, which just replaces it.

ID: h5jlkkn

pretty good with DLSS here

ID: h5kdgy3

Getting downvoted for stating facts and proving it with pictures, amd shills never disappoint.

ID: h5jagn7

Those 1080p results are impressive. And people said DLSS couldn't look better than native lol.

ID: h5jc3m2

It can definitely make image quality better than Native, we have seen this example with Metro Exodus Enhanced, RDR2, Cyberpunk 2077, Death Stranding and Control as it fully replaces it's own TAA, unlike FSR which runs through it,

where it makes drastic difference on the far small details textures like Trees, clothes, cable wires, etc. but all these gains can have downside as well like with the cost of added ghosting trails or shimmering.

So, DLSS is still not 100% perfect, but it's heck a lot better than most reconstructing technique that exists before.

Ghosting issue is being solved by Nvidia through DLSS 2.2.6 on Cyberpunk and Doom Eternal, but the shimmering with RDR2, that's yet to be seen if Nvidia will make improvements from that in future iteration of DLSS.

ID: h5juw9q

It's kind of crazy how much better that bridge looks versus native.

Does FSR always have that much sharpning artifacts? It looks absolutely hideous here, especially the water.

ID: h5k1qi3

Does FSR always have that much sharpning artifacts? It looks absolutely hideous here, especially the water.

Depends on how good the particular game's native AA handles it, in case with Avengers, it already does suffer with some minimal artifacts even with Native, DLSS is being able to correct that somehow by entirely replacing it's AA method with it's own version.

Whereas FSR has no choice but to run through the game's own AA method, And also FSR in general is just not as effective as DLSS when it comes on lower rendering resolution,

it's 4K where FSR shines at still not as good as Native, but close at least, which reminds me a lot of Checkerboarding image quality on Consoles, anything under that like 1440p - 1080p, though the difference between them is starting to become noticeable. And artifacts and shimmering, blurriness becomes more obvious even at Ultra Quality Mode.

As for DLSS, obviously as shown here, it makes drastic differences on further object details, like cable wires, clothes, trees, etc. no matter the resolution, in fact it seems like it's actually more effective on low resolution. But it will introduce some ghosting trails or minimal shimmering depending on how game's own AA method handled it before.

In case with RDR2, being built around TAA, DLSS is pretty much combating that. Resulting with mixed results, better, more detailed clearer image quality out of TAA blurry mess, yes.. but with cost of added shimmering when moving, the lower res you go, the more it becomes noticeable..

ID: h5jz8ni

Developers have control about how much FSR should sharpen the image, right now it seems Necromunda got the best balance so far.

4 : Anonymous2021/07/17 23:43 ID: h5kiw5r

Watching in full screen FSR doesn't look as sharp as DLSS. The color is also different, its more warm. Why is that? Without a side by side comparison I think that it would largely be unnoticed in Ultra Quality, which is similar to what I experience in testing Riftbreaker.

They both handle the contrails differently. FSR takes a while to resolve and once it does the lines are cleaner. DLSS resolves the contrails a lot earlier but then they are more jagged.

引用元:https://www.reddit.com/r/Amd/comments/om736x/marvels_avengers_4k_fsr_vs_dlss_i7_10700f_rtx/

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