![]() That's not to say DLSS is perfect, but it does deliver tangibly different rather than simply slightly better results to conventional upscaling. #PIXEL 3 GODFALL IMAGES FULL#Like we said, at its best and in its latest much improved 2.0 iteration, it can be very hard to distinguish between DLSS scaling and running full native resolution. It just works.Īpart from comparing FSR with standard non-native scaling, the other inevitable yardstick is Nvidia's DLSS. We saw no bugs or flaws or weird image artefacts. In games with minimal UI, like the shooter Terminator: Resistance, the benefit is much less obvious.įSR delivers a very consistent experience. The more extensive the UI in a given game the more significant that is.Īmong the games we previewed, the action-RPG Riftbreaker has pretty expansive UI elements and when running FSR the clarity of the UI gives the impression of running full native even when the game engine rendering is being scaled at one of the lower FSR settings. In other words, they're displayed at full native resolution with all the clarity and precision that implies regardless of which setting you’re using. With FSR, these are rendered separately and added after the upscaling. The other upside involves game HUD or user interface. But at each stage, FSR is always that bit better than conventional scaling. If, on the other hand, your monitor is 1440p, then Performance mode has an input resolution of 1280 x 720, Balanced is 1506 x 847 input, and so on.Īs you move down through the modes from Ultra to Performance, the image quality becomes ever softer and less detailed, just as it does when you scale up ever lower non-native resolutions. When running at an output resolution of 4K, for instance, Performance mode begins with an input resolution of 1080p, which is then processed and upscaled to 4K.īalanced mode has an input resolution of 2259 x 1270, Quality is 2560 x 1440, and Ultra Quality steps that up to 2954 x 1662. At any given output resolution, each level pertains to a particular input resolution from which the output is scaled. In this first iteration of FSR, four quality modes are offered: Performance, Balanced, Quality and Ultra Quality. #PIXEL 3 GODFALL IMAGES 1080P#Put another way, you know that softening and blurring of image quality you get when running non-native resolutions? That conventional upscaling, when you're running, say 1080p on a 1440p panel or 1440p on a 4K monitor?Īs our screen grabs just about show, it's still there with FSR, only more subtle. On the downside, it lacks the magic of DLSS, which at its best can look almost indistinguishable from native resolution. Whatever the game, FSR just works, including on an Nvidia GeForce RTX 3080 (opens in new tab) board. Far Cry 6, Myst, and Baldur’s Gate 3 are among a further 12 titles AMD says are coming soon. AMD made FSR-compatible builds of Godfall, Kingshunt, The Riftbreaker, Terminator: Resistance, Anno 1800, and Evil Genius 2 available for testing. On the upside, our experience with a range of gaming titles of varying quality indicates the experience is extremely consistent. It doesn’t require specialist AI hardware such as Nvidia Tensor cores.īut what is FidelityFX Super Resolution actually like in-game? In really simple terms, it looks like conventional upscaling, just a bit better. ![]() That speaks to the more conventional spatial upscaling approach of FSR. #PIXEL 3 GODFALL IMAGES SERIES#For the record, that includes all AMD GPUs from the RX 400 onwards and all Nvidia GPUs from GTX 10 series and newer. Unlike DLSS, which requires a late model Nvidia GPU, AMD's FSR tech is compatible with a wide range of graphics hardware, including not just legacy AMD GPUs like those from the Polaris family (Radeon RX 580 et al) but also Nvidia graphics cards. ![]() Still, it does have one more trick up its sleeve. Which really just repeats that FSR is spatial upscaling, but with a sharpening pass. A second pass then applies sharpening to extract additional pixel detail from the image." It takes the input image which is anti-aliased and applies a specific algorithm to upscale it and reconstruct high-definition edges in the process. ![]() AMD told us that, "FSR is a spatial technique, it does not rely on temporal data or use machine learning. But for now the finer details of AMD’s spatial upscaling algorithms aren’t entirely clear. As for more specifics, we did put the question. ![]()
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