Discussion AMD Gaming Super Resolution GSR

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Justinus

Platinum Member
Oct 10, 2005
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I think Nvidia managed to skew people's perception about upscalers since they needed DLSS to be a crutch for RTX performance.

There's nothing stopping us from using native rendering in conjunction with an upscaler such as FSR to get better IQ. The performance hit is worth it.
Too bad that mode of DLSS that was part of the initial announcement never materialized, and FSR doesn't yet offer a mode for that either.
 

Mopetar

Diamond Member
Jan 31, 2011
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It is a bit of a dissapointment than 1080p -> 4K is a blurrfest, while TSR and other temporal algorithms are still very good at it.

Still an excellent result overall for a first version. I stilldo hope we eventually also get a temporal one, but even in it's current implementation it can be very useful. It just needs wider game support
Honestly I'm rather impressed given AMD's previous track record with delivering software or driver enhancements during the Vega era.

Their first release is just barely not quite as good as DLSS and there's no doubt room for AMD to make improvements. They also created something that will probably see broader industry support. Intel will no doubt hop on this train because it helps their iGPUs a lot and could give a boost to their fledgling dGPUs. Consoles will definitely use it and all the ports get it for free.

I was really skeptical about AMD's earlier claims about delivering something effective that worked across platforms. It just seemed far too good to be true or that the cross-platform would come at the expense of performance in order to have something that could work everywhere. Never mind that I assumed the quality wouldn't really be much better than the initial DLSS release and that we'd get the usual "work in progress" schtick we've heard a hundred times before.

This still isn't something I'm personally interested in and I think that we're going to be moving to a future filled with really petty squabbles over differences in IQ and whether higher FPS matters and a lot of other crap I'm not looking forward to at all. However being able to set a higher resolution so that it uses a native render as the target for the sharpening is certainly interesting. It certainly worked in the example posted earlier in this thread and if it's not too much of a performance hit I could see myself using it that way.
 
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Leeea

Platinum Member
Apr 3, 2020
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I give to you FSR "Uber" Quality mode:



1. Enable Virtual Super Resolution in the AMD driver.
2. Set in-game resolution to 2X the native resolution.
3. Enable FSR Performance mode to render the game at half the resolution (effectively going back to native resolution).
4. Observe what FSR does with native resolution content.

The crop above is from a 1440p render. Native is to the left, VSR(5120x2880)+FSR Performance to the right.
Someone mentioned this can be even implemented through some injectors like Reshade, hmm
The potential of the above two things combined is the holy grail of retro gaming.
 

moinmoin

Diamond Member
Jun 1, 2017
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I do hope they can continue to improve it to make it even more valuable
Since it's open source (AMD writes code will be released on Github under permissible MIT license in mid July) I fully expect people and companies to develop it further even in case AMD itself doesn't. With FSR likely being widely supported on consoles and PC the potential of improvements being a drop in replacement for existing FSR implementations should boost the development further, especially considering it's not reliant on specific hardware (vendors).
 
Feb 4, 2009
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I give to you FSR "Uber" Quality mode:

View attachment 46126

1. Enable Virtual Super Resolution in the AMD driver.
2. Set in-game resolution to 2X the native resolution.
3. Enable FSR Performance mode to render the game at half the resolution (effectively going back to native resolution).
4. Observe what FSR does with native resolution content.

The crop above is from a 1440p render. Native is to the left, VSR(5120x2880)+FSR Performance to the right.
gotta be honest. Those two screens look virtually identical to me
 

coercitiv

Diamond Member
Jan 24, 2014
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gotta be honest. Those two screens look virtually identical to me
Here's a 3X zoomed crop, native to the left, native+FSR to the right.
3x-crop.jpg

I used the two colored squares to highlight important areas with what I consider the best and worst of FSR in this crop.
  1. Red square - FSR sharpening applied on textures with 1 pixel highlights will result in even higher contrast 1 pixel artifacts. (will discuss more on this bellow)
  2. Greeen Square - edges of the rocks are not only sharper (as expected) but also better anti-aliased. If this holds true for more game content the this alone would warrant it's usage, as it has the potential to smooth out many troublesome areas.
  3. Not seen in this crop is how much better the grass textures look with FSR. There's no contest here.

Overall FSR appears to be over-sharpening this scene, although I believe the low quality textures aren't helping either. We had people warn us that AAA games with high quality assets won't see the same perceived benefits as the modest ones, but the irony is they won't see this many artifacts either.

One last note: this game has a lot of blur while moving the camera (presumably from TXAA and maybe other post-processing), and the camera moves even when pointing your character in a different direction or when opening and closing the menu to change settings. The screenshots above were taken after waiting for the camera movement to stop, so they lack one other layer of blur that is observed constantly during gameplay. Ironically this means that some of the artifacts that I'm pointing out with FSR and also my subjective take on over-sharpening are well dampened during gameplay. This may also be the reason why some people will claim FSR can offer both better performance and better IQ, this game has a poor native presentation which really favors FSR even when upsampling from lower than native resolution.
 

coercitiv

Diamond Member
Jan 24, 2014
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Things are evolving fast I see: people are testing Dota 2 with FSR, I don't have time to check results right now but it appears FSR does a lot better in terms of IQ with better quality assets (at least better than it does with Riftbreaker).

Las but not least, Digital Foundry's assessment of FSR is put under the microscope. Not necessarily their fault, but still good to know what happened.
 
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Gideon

Golden Member
Nov 27, 2007
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Alex also added Godfall shots with TAA vs FSR vs Bilinear. FSR does way better than in Kingshunt IMO (considering it's performance mode)

A temporal solution would still be better though , as clearly seen when compared to TAA. Against something like TSR it would be a no-competition (as it can recreate an almost indistinugishable from native 4K picture from 1080p)
 

Timorous

Senior member
Oct 27, 2008
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Alex also added Godfall shots with TAA vs FSR vs Bilinear. FSR does way better than in Kingshunt IMO (considering it's performance mode)

A temporal solution would still be better though , as clearly seen when compared to TAA. Against something like TSR it would be a no-competition (as it can recreate an almost indistinugishable from native 4K picture from 1080p)
KitGuru showed FSR UQ vs TAAU 77% render scale and preferred FSR because of the shimmering TAAU added. Performance for both is pretty similar so you can't do FSR Ultra Quality and get similar performance to TAAU 67% render scale with better IQ.

It really looks like Alex went hunting for comparisons to prove his pre testing conclusion rather than doing the testing and coming to a conclusion based on the findings.

DOTA2 is showing good results with 90% FSR looking better than native. DOTA 2 Comparisons
 

Timorous

Senior member
Oct 27, 2008
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Durante always has been. I saw the discussions on Reddit - you take him too seriously.
He has a certain amount of clout though so I find it irritating that DF produce a video with a flawed conclusion that TAAU > FSR despite only testing at one resolution scale setting and not proving it for the others. Durate then backs up that video by saying 'I do game porting for a living and this is THE BEST analysis in the history of analysis' and then all of a sudden TAAU > FSR becomes the 'truth' when it was a faulty conclusion from a limited data set.

EDIT. That is not to say that FSR is flawless and these kinds of scenarios should be hidden but that only showing these scenarios presents a misleading picture of what FSR can and cannot do.
 

leoneazzurro

Senior member
Jul 26, 2016
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Alex also added Godfall shots with TAA vs FSR vs Bilinear. FSR does way better than in Kingshunt IMO (considering it's performance mode)

A temporal solution would still be better though , as clearly seen when compared to TAA. Against something like TSR it would be a no-competition (as it can recreate an almost indistinugishable from native 4K picture from 1080p)
Point is, why comparing only with the FSR mode that AMD itself says says it is the worst for IQ? Why not doing the comparison for all FSR modes and comparable TAAU modes, looking also at the performance hit? Why not doing the same comparison with DLSS in tha games supporting it?

TSR IMHO is the future, hardware agnostic AND built-in the graphic engine. FSR is a stopgap, but it must be judged fairly.
 
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Timorous

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Oct 27, 2008
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Point is, why comparing only with the FSR mode that AMD itself says says it is the worst for IQ? Why not doing the comparison for all FSR modes and comparable TAAU modes, looking also at the performance hit? Why not doing the same comparison with DLSS in tha games supporting it?

TSR IMHO is the future, hardware agnostic AND built-in the graphic engine. FSR is a stopgap, but it must be judged fairly.
The future is a CRT resurgence so we don't even need upscaling anymore.
 

uzzi38

Platinum Member
Oct 16, 2019
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KitGuru showed FSR UQ vs TAAU 77% render scale and preferred FSR because of the shimmering TAAU added. Performance for both is pretty similar so you can't do FSR Ultra Quality and get similar performance to TAAU 67% render scale with better IQ.

It really looks like Alex went hunting for comparisons to prove his pre testing conclusion rather than doing the testing and coming to a conclusion based on the findings.
I mean, it says enough that he decided to switch game rather than showing updated comparisons using Kingshunt.
 

Timorous

Senior member
Oct 27, 2008
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I mean, it says enough that he decided to switch game rather than showing updated comparisons using Kingshunt.
It does but if his conclusion was that at 50% render scales TAAU > FSR in the games he has tested I would have little issue with it. The issue is taking that information and generalising to TAAU > FSR in all cases which does not seem true based on other testing that has been done by outlets that did not blunder their testing scenarios.
 

coercitiv

Diamond Member
Jan 24, 2014
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DOTA2 is showing good results with 90% FSR looking better than native. DOTA 2 Comparisons
That "better than native" is still subjective, to me it looks overshapened, but I guess this is understandable given that the processing was tuned for 75% and bellow. It's also something that can be tuned further, maybe even on a game-by-game basis.
 

uzzi38

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Oct 16, 2019
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That "better than native" is still subjective, to me it looks overshapened, but I guess this is understandable given that the processing was tuned for 75% and bellow. It's also something that can be tuned further, maybe even on a game-by-game basis.
I think it looks better without the 60% RIS that was added in those screenshots as well.

Cheshire Merc Cat on Twitter: "Which one is FSR? https://t.co/ooJk7Bewxv" / Twitter

This serves as an excellent example. If possible it would be best if nobody here votes on the poll now that I'm saying which is which, but the right hand side is with FSR applied on 99.99% internal resolution, and left is native
 

moinmoin

Diamond Member
Jun 1, 2017
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Every mention of "better than native" only shows one's preference for post-processing. Sure, it may (subjectively) look better to many people, but at that point one could as well start a competition of e.g. ReShade artists who manages to tweak a game's look to the most favored way (that may end up totally different from what native looks like, it's subjective after all).
 

Krteq

Senior member
May 22, 2015
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Alex also added Godfall shots with TAA vs FSR vs Bilinear. FSR does way better than in Kingshunt IMO (considering it's performance mode)

A temporal solution would still be better though , as clearly seen when compared to TAA. Against something like TSR it would be a no-competition (as it can recreate an almost indistinugishable from native 4K picture from 1080p)
Lol, on those screenshots you can clearly see that DoF is disabled (or bugged) once TAAU is active :)
 
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Shivansps

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Sep 11, 2013
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Seems like there are some big gains to be had with 1080p after all. At least with APUs. Here is a 4700U getting huge gains in rift breaker. Yeah, it is going to look extra bad with anything below quality, but on an APU, decent fps is a nice trade off.



720 or 1080p low? yet another one that is talking about APUs whiout ever using one. But yeah, "Quality FSR" would be the setting to use here, that should be the equivalent to 900P native and you can see why you should not use 1080p on a APU.
 

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