1080p godfall images8/18/2023 ![]() Areas of the image composed of sub-pixel detail - like hair strands for example - also show visible breakup. FSR is a single frame technique searching for edges, so inner surface detail looks to my eye to resolve in a similar manner to the 1662p internal resolution. Ultra quality FSR runs internally at 1662p instead, and even with the best FSR option in play, the inherently pristine nature of the presentation is definitely not quite the same. At native 4K, there's a very crisp image and high frequency texture detail on ground artwork and foliage, plus the character's hair. So, with this information in mind, I started out by looking at Godfall - one of AMD's key games in its FSR press materials. Watch on YouTube Our FSR video review - we highly recommend viewing this on as high a resolution display as possible. AMD uses its contrast adaptive techniques here seen in CAS, but this cannot resolve extra detail. ![]() The lack of a temporal component means that in-surface detail - the image 'inside' the edges - does not gain any further information, so resolves in a less distinct manner. So FSR does not replace TAA and cannot improve upon its flaws. By default, it also 'inherits' whatever anti-aliasing solution is in play - typically TAA. However, all the upscaler has to work with is the standard image - it does not gain any additional information from prior frames, neither are specific buffers isolated or rendered at a higher resolution. Jaggies and shimmer from standard upscaling are the worst upscaling artefacts and FSR aims to comprehensively address this. FSR is essentially a single frame spatial imagine enhancement technique that looks for edges and resolves those them smartly into a higher resolution grid. So how does FSR actually work? To its credit, AMD has been open with journalists about this in the run-up to launch. So the questions we had going into this one were simple enough: how does FSR actually work? How does it look in comparison to native resolution imagery? And how does it stack up against top-end temporal upscaling solutions, like the excellent technique built into Unreal Engine 4? We can answer those questions today, but what we cannot do is offer any comparisons to Nvidia's DLSS: test material simply isn't available. The idea here is pretty straightforward: to dramatically increase performance while minimising the hit to image quality. ![]() Original story: AMDs FidelityFX Super Resolution is finally here, and we've been able to test it out across a number of titles. To address this, we've added a Godfall gallery beneath, which strips out post-process effects and injects UE4's TAAU technology and shows the detail differences without additional artefacts. The aim of this gallery is to show that temporal upscalers can resolve detail that FSR misses, but the comparison doesn't take into account that post-process effects like depth of field adjust according to resolution, adding further artefacts. UPDATE 24/6/21: There's been some confusion around the Kingshunt comparisons in the first screenshot gallery below, specifically the image comparing default upscaling to FSR and TAAU.
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