Info HWUB: Big Native Vs DLSS vs FSR comparison

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coercitiv

Diamond Member
Jan 24, 2014
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If you thought about, why not mention it?
I did, you probably didn't notice because you thought I was here to defend my dissertation on NN Supersampling:
The most interesting aspect of using this tool is not the 1080p assessment by itself, but rather the relative change as we increase input resolution
 
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Heartbreaker

Diamond Member
Apr 3, 2006
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I did, you probably didn't notice because you thought I was here to defend my dissertation on NN Supersampling:

I mean why didn't you mention that: VMAF would flag cases where DLSS is better than native, as being worse than native.

AKA backwards of intended result.

That's the problem using VMAF to check DLSS/FSR against native.

You can't use it to form any conclusions when it has this kind of behavior.
 
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AtenRa

Lifer
Feb 2, 2009
14,003
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FSR 3 + Frame Generation at its finest
Pictures taken from the NVIDIA Video bellow, take a look at the Hammer Swing ...... :oops:

Native always better no matter what they try to make you believe.





Motion-1.png


Motion-2.png


Motion-3.png


Motion-4.png


Motion-5.png
 

Heartbreaker

Diamond Member
Apr 3, 2006
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Frame Generation is garbage.

It's completely different from the scaling done in this video from HWUB.
 
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marees

Golden Member
Apr 28, 2024
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FSR 3.1 still lags behind AI upscalers in some ways, obvious even in HUB’s 4K/Q tests with 40% of the games more than slightly worse than DLSS. What is special about those bad 40%?

  • Lower rendering resolutions: 4K/Quality is most often competitive. 4K/Balanced or 1440p/Quality are usually satisfactory but you can see a bigger gap. 1440/Performance or 1080p/anything have improved a lot from FSR 2.2, but the AI upscalers are still significantly better.
  • Failure Modes: FSR has certain input scenarios it doesn’t handle well. The best FSR games are often those that simply avoid those scenarios. In particular, complex alpha particle effects persist a difficult problem for FSR even with high-quality integrations and low scaling factors.
  • Integration difficulty: FSR’s analytical system requires more work from game engines for special inputs: the reactive mask and the transparency & composition mask. Many games don’t care to produce those, since no other upscaler needs them. They're both optional, a compromise for adoption; FSR makes do without them but at a cost in quality.
In all areas above, AI-based upscalers often perform better because they “hallucinate” around missing or lower-quality information. It turns out AI hallucination is a problem in the general case but not always. Extra detail that’s fake/wrong compared to ground-truth is still great, if:

  1. You don’t have the ground truth! Always true when playing a game.
  2. The result looks nice. “Looking nice” does not require being correct.

 
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