Nice, but how is now compared to Nvidia's thing?
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AMD FidelityFX Super Resolution 2.0 Debuts
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Originally posted by aufkrawall View PostRemember oiaohm stating here that temporal approaches had no future? Just mentioning it for the lulz...
If this is can compete with good TAA(U) solutions found in some games, it would be nice progress to have this in a growing number of titles. Unlike FSR 1.0, which was just a step backwards. Really hope AMD can deliver this time.
The only half decent implementations I've seen (other than DLSS, which is stupid because it only works in like 2 dozen games) are janky ML networks that take *seconds* to process a frame. Nothing "conventional" seems to work well, no matter how good the mocomp is.
Originally posted by Danny3 View PostNice, but how is now compared to Nvidia's thing?
They are both also kind of lacking. AMD in particular needs to merge some of the FSR 2.0 changes into RSR, otherwise they are just holding it back.
FSR 2.0 and DLSS are completely different animals, even if they seem superficially similar.Last edited by brucethemoose; 17 March 2022, 04:04 PM.
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Originally posted by TNZfr View PostHi,
Around FSR, I have a little thing to say about RSR :- I run a KDE Neon distro on a Ryzen 9 5950x / Radeon rx5700xt with Linux 5.16.15 & Mesa 22.0
- My desktop session is under wayland.
- I level up the desktop zoom to 125%. The resolution used by apps is now 3072x1720 instead of 4K.
I'm using this setting since KDE Plasma 5.24.0
So I wonder about RSR in GNU/Linux distros because what I describe seems to be similar ... maybe a subject for a phoronix test ?
Setting my desktop to 125% zoom on a Wayland session also caps the resolution used by games to below my monitor's native. I always assumed it was a bug and not how things are supposed to work. Yeah, fps numbers are impressive but the drop in quality is noticeable.
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Originally posted by brucethemoose View PostI don't know the context here, but temporal scaling has been an absolute pain in the video processing world for over a decade.
Originally posted by brucethemoose View PostThe only half decent implementations I've seen (other than DLSS, which is stupid because it only works in like 2 dozen games) are janky ML networks that take *seconds* to process a frame. Nothing "conventional" seems to work well, no matter how good the mocomp is.
Originally posted by brucethemoose View PostFSR 2.0 and DLSS are completely different animals, even if they seem superficially similar.
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Originally posted by Melcar View PostSetting my desktop to 125% zoom on a Wayland session also caps the resolution used by games to below my monitor's native. I always assumed it was a bug and not how things are supposed to work. Yeah, fps numbers are impressive but the drop in quality is noticeable.Last edited by TNZfr; 18 March 2022, 03:11 AM.
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Originally posted by brucethemoose View PostI don't know the context here, but temporal scaling has been an absolute pain in the video processing world for over a decade.
The only half decent implementations I've seen (other than DLSS, which is stupid because it only works in like 2 dozen games) are janky ML networks that take *seconds* to process a frame. Nothing "conventional" seems to work well, no matter how good the mocomp is.
Also helps with smoothing over digital video compression artifacts & defects, too.
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Originally posted by aufkrawall View PostVideo and 3D rendering are vastly different.
There is bad TAA(U) in a lot of titles, but some games also get it right (and none uses DL). It's the job of FSR 2.0 to close that gap.
They are at least much closer than DLSS 2.x and FSR 1.0 are.
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Originally posted by artivision View PostNope they aren't, Dlss works only on 2D final images taking in consideration previous 2D final images.
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