Announcement

Collapse
No announcement yet.

Valve's Dota 2 Adds AMD FidelityFX Super Resolution

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

  • #21
    Originally posted by unic0rn View Post
    Sadly, lack of temporal component means it has no chance of competing with DLSS and will always look like shit quality-wise.

    Not sure what they were thinking. Many games feature custom temporal anti aliasing solutions that look better than this.
    Since you are uninformed, AMD has officially stated this is just a first iteration intended to work on as many cards as possible, with the maximum benefit across those cards.

    They are going to release other sharpening technologies later that may not scale as well on older cards.

    And since you made a half hearted attempt at the technical quality of FSR... the fact is FSR does not suffer from ghosting artifcats like DLS

    Comment


    • #22
      Originally posted by oiaohm View Post

      The reality is temporal antialiasing is patented by Nvidia until 2030-01-11 so if you are a game with temporal antialiasing you really do have to use the Nvidia option or risk a patent problem that will cost you more than what you can get from the game.

      Temporal antialiasing has its fair share of problems as DLSS 1.0 show in a big way. FSR beats DLSS 1.0 in quality by insane major because FSR does not generate temporal graphical artefacts you still see this with DLSS 2.2 in different games where you have visible ghosting that is a temporal graphics artefact.

      Games that have custom scaling that look better than DLSS are normally exactly like FSR being non temporal.

      Temporal antialiasing has really been oversold. It will be good to have a non temporal competitor to DLSS. FSR due to lacking the artefacts caused by temporal methods for quite a few games should be the better solution. For the games where DLSS does truly give advantage the advantage at this stage appears to be minor.

      The reality here in 9 years time when the patent runs out on temporal antialiasing it may be so superseded by non temporal methods that no one will bother about the technology at that point.
      No... one method of Temporal AA is patented... if your method is slightly different it automatically doesn't fall under Nvidia's patent you just have to make something different. But *using the previous frame and current frame to generate an upscaled frame* is too obvious to patent directly.

      Comment


      • #23
        Originally posted by aufkrawall View Post
        Ridiculous statement, TAA is common in hundreds of games on all platforms.
        This doe not change the case that Nvidia has patent on temporal antialiasing.

        Originally posted by aufkrawall View Post
        You also have motion artifacts with FSR with games that use TSAA, like Godfall does.
        Those motion artifacts of FSR due to not having temporal data don't result in ghost images. Appearance is off but the displayed action is right. Ghost image result in see a event in game that not really happening at that time in the game that can result in player incorrect action.

        Originally posted by aufkrawall View Post
        Tell that Sony game studios with ultra clear TSSAA solutions. Really, your post is so dumb, it would pass as a pure parody.
        Sorry Sony has a patent on that and its not temporal antialiasing its a AI programmed upscaler targeted at the game that can work off single reference image once the game is running. Yes this Sony game studio upscaler is created by generating many resultion outputs of same frames from game and having the AI design the best converter from low to high quality. Sony game studio upscaler is a completely different technology to temporal antialiasing lot closer to FSR this information is fully in the patent on the sony solution. Yes you have ignored what TSSAA is in fact because it another example that suggest that DLSS 2.x and other temporal antialiasing solution may be complete the wrong way. In fact TSSAA the sony solution does suggest that the movement artefacts of FSR could disappear with more development.

        There are quite a few games that people like you by error think the upscale is temporal antialiasing that in reality is not. The best look generally are not temporal antialiasing.

        Temporal antialiasing has serous-ally been oversold and has some really serous weaknesses this method is used way less commonly than most would think and is defeated by quite a few methods that different game studios use.

        Comment


        • #24
          Originally posted by cb88 View Post
          No... one method of Temporal AA is patented... if your method is slightly different it automatically doesn't fall under Nvidia's patent you just have to make something different. But *using the previous frame and current frame to generate an upscaled frame* is too obvious to patent directly.
          Bad news Nvidia has taken out 50+ patents and one of them that got approved is exactly what you just wrote. Patent office is really useless at checking for the too obvious issue. Great fun if this end up with a patent troll.

          Comment


          • #25
            Originally posted by oiaohm View Post

            Bad news Nvidia has taken out 50+ patents and one of them that got approved is exactly what you just wrote. Patent office is really useless at checking for the too obvious issue. Great fun if this end up with a patent troll.
            Way to misinterpret what I said. Just because you have 50 patents on something doesn't mean there aren't infinite other ways to skin that cat... and there are.

            Comment


            • #26
              Originally posted by cb88 View Post
              Way to misinterpret what I said. Just because you have 50 patents on something doesn't mean there aren't infinite other ways to skin that cat... and there are.
              But there is a IBM developed method to generate what is called a patent thicket. Nvidia 50+ patents appear to have used this method the result is you end up with patents covering every possible way to skin a cat of this problem. IBM managed with patent thicket method to get skin a cat for all methods to be covered by 12 valid looking patents. Infinite methods in a lot of cases does not exist the patent thicket method is about getting as generic as possible patents to cover a technology so no one else can use it.

              Something to be aware of most cases like this a company would only have 3-5 patents over a technology Nvidia here is over 10 times the normal amount this higher than normal this is normally you first sign to look closer you may have a carefully crafted patent thicket on your hands.

              Comment


              • #27
                Originally posted by oiaohm View Post
                Those motion artifacts of FSR due to not having temporal data don't result in ghost images.
                Because there are motion artifacts (which includes partially severe trailing of moving objects etc.) of TSSAA that is still in use with FSR, as any upscaling/sampling without any temporal backing looks even more awful than in native resolution (see the games that use FSR without TAA like Dota, it looks hardly any better than sharpen and even alters visual style, somewhat similarly to crappy DLSS 1.0).

                Originally posted by oiaohm View Post
                There are quite a few games that people like you by error think the upscale is temporal antialiasing that in reality is not. The best look generally are not temporal antialiasing.
                You won't be able to name even one example. All examples that come to my mind utilize temporal upsampling, like Doom Eternal or Metro Exodus, and of course pretty much every single damn Unreal Engine 4 game etc. etc...

                Comment


                • #28
                  Originally posted by unic0rn View Post
                  Sadly, lack of temporal component means it has no chance of competing with DLSS and will always look like shit quality-wise.

                  Not sure what they were thinking. Many games feature custom temporal antialiasing solutions that look better than this.
                  Did you even look at any footage of FSR in action?

                  Comment


                  • #29
                    given that the lack of good quality upscaling has plagued media for decades, stuff like this is good to see implemented. no excuse now to use those awful blur filters "because they are cheap" anymore.

                    Comment


                    • #30
                      Originally posted by 900k View Post
                      given that the lack of good quality upscaling has plagued media for decades
                      Yes, but keep in mind that 3D rendering on screen is badly undersampled by definition, unlike video. You can't fix this by hallucinating stuff, you need samples. And the only samples that are both not expensive and of which there is a plentiful reservior are temporal ones. Unlike oiaohm thinks, the key element is reducing artifacting when using them, and not resort to pointless solutions like FSR 1.0 that try to cope without them. Probably even AMD knows that their attempt has no future (I'd say it even has no present), but they couldn't do any better until now.

                      Comment

                      Working...
                      X