Announcement

Collapse
No announcement yet.

More AMD RDNA3 Code Prepared For Linux 5.19, RADV Begins Landing Task Shaders

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • More AMD RDNA3 Code Prepared For Linux 5.19, RADV Begins Landing Task Shaders

    Phoronix: More AMD RDNA3 Code Prepared For Linux 5.19, RADV Begins Landing Task Shaders

    While open-source fans this morning are celebrating NVIDIA finally publishing open-source kernel driver code as a step to opening up their driver, open-source AMD Radeon driver developers are proceeding as normal and undeterred by NVIDIA's open kernel-only approach. Another batch of AMD graphics code was sent in this morning to DRM-Next and then over in user-space Mesa's RADV Vulkan driver has landed more task shader code...

    https://www.phoronix.com/scan.php?pa....19-Tasks-RADV

  • #2
    Michael somehow missed the release of open source FSR 2.0 which rivals DLSS in terms of visual quality.

    Comment


    • #3
      Originally posted by birdie View Post
      Michael somehow missed the release of open source FSR 2.0 which rivals DLSS in terms of visual quality.
      Rivals isn't proper word. DLSS is blurry POS in comparison to FSR.

      Comment


      • #4
        Originally posted by Volta View Post

        Rivals isn't proper word. DLSS is blurry POS in comparison to FSR.
        Stop spreading misinformation. If you look at comparisons made by Hardware Unboxed, you can see that DLSS has kept improving for last 3 years. And in many situations it can look decent, or even fix problems with game's TAA implementation.
        And AMD FSR 2.0 has potential, but so far saw very little adoption in games, so it is hard to tell how it compares.

        Comment


        • #5
          Originally posted by JacekJagosz View Post

          Stop spreading misinformation. If you look at comparisons made by Hardware Unboxed, you can see that DLSS has kept improving for last 3 years. And in many situations it can look decent, or even fix problems with game's TAA implementation.
          And AMD FSR 2.0 has potential, but so far saw very little adoption in games, so it is hard to tell how it compares.
          Poor Volta has never played a single DLSS 2.x enabled game. He probably only saw DLSS 1.x screenshots and never bothered to follow up. Yes, DLSS 1.x was blurry as hell and generally a very unpleasant experience.

          Check the TPU review of FSR 2.0 - it's very decent. It's still not as good as DLSS 2.x when rendering e.g. wires but other than that I like it a lot. And unlike DLSS, source code is available which could aid in debugging and improving FSR for everyone else.

          DLSS will still look and work better for performance modes (AI can fill in details which are not there) but for (ultra) quality modes they are both excellent.
          Last edited by birdie; 12 May 2022, 09:06 AM.

          Comment


          • #6
            Originally posted by JacekJagosz View Post

            Stop spreading misinformation. If you look at comparisons made by Hardware Unboxed, you can see that DLSS has kept improving for last 3 years. And in many situations it can look decent, or even fix problems with game's TAA implementation.
            And AMD FSR 2.0 has potential, but so far saw very little adoption in games, so it is hard to tell how it compares.
            Well, thanks for confirming my point. Games like ACC suffer from blurriness with this nvidia mess, but works fine with FSR.

            birdie

            Can you name a few decent games with DLSS 2?

            Comment


            • #7
              Originally posted by Volta View Post
              Well, thanks for confirming my point. Games like ACC suffer from blurriness with this nvidia mess, but works fine with FSR.
              Does the concept of a sharpen shader overwhelm your mental capabilities?
              (No answer required.)

              But yes, FSR 2.0 is a giant step vs. 1.0. Though the lower render res gets, the better DLSS fares in comparison. But at least there is some useful new feature for non-RTX users.

              Edit: Turns out there is a bug in the options menu of Deathloop, FSR 2.0 actually looks much better than I initially thought when it is applied correctly.
              Last edited by aufkrawall; 12 May 2022, 05:04 PM.

              Comment


              • #8
                Originally posted by Volta View Post
                Well, thanks for confirming my point. Games like ACC suffer from blurriness with this nvidia mess, but works fine with FSR.
                birdie
                Can you name a few decent games with DLSS 2?
                the best part of FSR and FSR2.0 is that it runs on my Vega64 no need for extra hardware bits that force you to buy new hardware...

                Nvidia is just evil and want to force you to buy new hardware... AMD instead makes it possible that your new games run better on old hardwae.

                birdie:"Check the TPU review of FSR 2.0 - it's very decent. It's still not as good as DLSS 2.x when rendering"

                this makes Birdies point of view pointless if you have an Vega64 or older nvidia card you can not run DLSS2.X but you can run FSR1.0 and FSR2.0

                Phantom circuit Sequence Reducer Dyslexia

                Comment


                • #9
                  Originally posted by birdie View Post
                  Michael somehow missed the release of open source FSR 2.0 which rivals DLSS in terms of visual quality.
                  I wouldn't say rivals, comes damn close for sure. The rival part is FSR2 has sharpening options which yes you can enable in DLSS2.0 also to get a similar enhancement.

                  Now for it to appear in ProtonGE or something as a replacement for FSR1.0! That be awesome!

                  Comment


                  • #10
                    Originally posted by theriddick View Post
                    Now for it to appear in ProtonGE or something as a replacement for FSR1.0! That be awesome!
                    It will always be app-controlled, as a TAA/TAAU implementation it's too complex to be forced externally. That's the price to pay for it to be able to achieve outstanding results. But it should just work in API-wrappers ootb like any other game effect.

                    Comment

                    Working...
                    X