Originally posted by linuxgeex
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AMD FidelityFX Super Resolution 2.0 Debuts
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Originally posted by aufkrawall View PostGuess what FSR 2.0 will do. And of course DLSS 2.x also takes motion vectors into account, you can't do effective TSSAA without them without introducing monstrous ghosting artifacts. You can't re-invent the wheel without making it round, just the tweaking is different...
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Originally posted by aufkrawall View PostWill do so after having it seen rendered in realtime on my own screen. In the meantime, I expect it to not behave vastly differently than other TAAU implementations, as long as I don't see real evidence telling otherwise (which a YT video is not). In the end it is just another postprocessing effect in the pipeline with low render time.
However as presented, there's a 1 frame lag. If that's not representative, then that's their error. I look forward to them correcting/improving it, one way or the other.
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Originally posted by linuxgeex View PostSadly if you watch the linked demo on Youtube you can see there's a 1 frame input lag on the FSR 2.0 side of the image, which equates to an extra 16ms input lag when you're playing games. That will be OK for RPG games but it will be terrible for platformers, shmups and FPS.
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Comparison with video upscaling is not very fitting. In video games you have much more data to work with. Most importantly, depth buffer and accurate motion vectors for instance. The motion data is much more accurate than motion compensation based on just color data could ever be! And games can be tailored to some degree to produce output more suitable for temporal scalers, too.
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Originally posted by aufkrawall View PostAre you aware that video isn't undersampled by definition and TAAU for realtime graphics doesn't actually work like scaling, but more like resampling? Just because there are some analogies to some video stuff doesn't mean it'd be comparable...Last edited by artivision; 24 March 2022, 06:11 PM.
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Originally posted by aufkrawall View PostAre you aware that video isn't undersampled by definition and TAAU for realtime graphics doesn't actually work like scaling, but more like resampling? Just because there are some analogies to some video stuff doesn't mean it'd be comparable...
AMD has now released more info on FSR 2. It works (as I predicted) with post-render raster buffers plus a depth map and a motion map. It's explicitly after the render pipeline, but before the UI. It doesn't re-project pixels using the scene like TAAU.
Intel's XeSS on the other hand does operate more like an ML-enhanced TAAU, and as such is between the scene render and post-effects filtering. It can have higher fidelity as a result (they advertise acceptable scaling factor up to 3x) but it doesn't give the same degree of FPS speedup that lighter scaling filters like FSR can achieve.Last edited by linuxgeex; 25 March 2022, 05:43 PM.
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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.
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