Upgrades and perspectives: Taking on AMD’s FSR 2.0

2023-09-17 22:57:00

Not long ago, resolution scaling was much, much dirtier than all of the options mentioned above. Before Nvidia released DLSS with its generation of Turing GPUs – or, to be realistic, before the March 2020 DLSS 2.0 update that made it interesting to use – PC gamers had to make do with bicubic interpolation at the same time. The old way that monitors performed if the game input was at a lower resolution, or games that had their own internal scalers that preserved the user interface while degrading the image quality. Even the checkerboard rendering of the refreshed 8th generation consoles has often been derided for its artifacts.

AMD’s FSR 1 was a step up from these in-house scalers, although it operated with a version of the Lanczos algorithm set to the Lanczos algorithm for its spatial upscaling; but FSR 2, when it arrived last May, was a full-fledged temporal upscaler like DLSS 2.0. It certainly still has its flaws – ghosting and flickering can still appear on fine details and fast-moving objects – but DLSS shares many of themIt’s true that it still has flaws – ghosting and flickering can still appear on fine details and fast-moving objects – but DLSS shares many of those flaws, which simply vary depending on the circumstances.

Discussions regarding the apparent absence (so far) of DLSS and XeSS in Bethesda’s Starfield game may have poisoned the well in terms of upscaler comparisons, but it’s worth keeping in mind that on a technological level, all these systems work wonders and have relegated to oblivion the two decades old “trick” of reducing the native resolution using the application in the dustbin of history.

The three current time conversion systems, including the newcomer XeSS, which provide images mostly indistinguishable from others, is a dramatic improvement it’s just that they’ve gone from revolutionary technology to an expected benchmark for technical game analysis, in a surprisingly short period of time.

In truth, the key phrase in the introduction to this article is “perteminimal visual fidelity” – and anyone who tells you otherwise is making a mountain of a motion vector.

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