AMD Fidelity FX Super Resolution 2 0 the new Radeon upscaler is genuinely impressive

AMD Fidelity FX Super Resolution 2 0 the new Radeon upscaler is genuinely impressive

AMD Fidelity FX Super Resolution 2.0: the new Radeon upscaler is genuinely impressive Eurogamer.net If you click on a link and make a purchase we may receive a small commission. Read our editorial policy. AMD Fidelity FX Super Resolution 2.0: the new Radeon upscaler is genuinely impressive FSR 2.0 vs native resolution rendering - and DLSS. Feature by Alex Battaglia Video Producer, Digital Foundry Published on 13 May 2022 27 comments AMD's Fidelity FX Super Resolution 2.0 has arrived and the first title to sport the technique is Arkane's wonderful Deathloop, a game already shown to benefit immensely from reconstruction-based upscaling. Reconstruction is what separates FSR 2.0 from its less complex 1.0 predecessor: rather than interpolate out extra detail from the current frame with variable but often unsatisfying results, FSR 2.0 is similar to other modern temporal super-sampling techniques, injecting/reconstructing detail from prior frames into the current one to improve quality while adding anti-aliasing properties too. FSR 2.0 is also open source in nature, meaning that developers can slot it into their games free of charge, with minimal development time. While we've seen techniques similar to FSR 2.0 in the console space for many years, the quality is such that it can rightfully take its place amongst the most recent second generation upscalers, such as Unreal Engine's Temporal Super Resolution (TSR), as seen in UE5. While the likes of DLSS 1.0, checkerboard rendering, and older forms of TAA upscaling aim to produce native-like image quality at roughly half the internal resolution, FSR 2.0 and other second-gen techniques target similar quality from just a quarter of the resolution, with a 4K output from a 1080p base image often put forward as the sweet spot. DLSS and Intel's upcoming XeSS utilise machine learning via specialised onboard hardware but FSR uses the compute power of the GPU itself, meaning that it should on run any modern graphics card. As you'll see, we successfully ran FSR 2.0 on the venerable Radeon RX 580 and Nvidia's GeForce GTX 1060. In terms of the options available, FSR 2.0 offers settings very similar to both FSR 1.0 and DLSS. There are three modes available: performance, balanced and quality. Using 4K as an output resolution, performance and quality modes use the same internal resolution as DLSS: 1080p and 1440p respectively. Meanwhile, the balanced mode (2259x1270) uses a slightly higher resolution than DLSS balanced mode (2227 x1253). Generally, in common with all image reconstruction techniques, the higher the internal resolution, the greater the output quality. Watch on YouTube Required viewing if you want to understand the nuance! Here's Alex Battaglia's visual breakdown/review of AMD FidelityFX Super Resolution 2.0. So, how does that quality shape up? There's a lot to get through here, and I recommend watching the video for the whole picture. I put FSR 2.0 up against DLSS 2.3 and native resolution rendering across a number of scenarios. I selected test cases that historically challenge reprojection technologies encompassing static views, motion, sub-pixel detail, non-opaque geometry (eg foliage) and animation. The tests are exhaustive and worth watching closely, though there are some screenshot comparisons on this page to show some of my working and insights. To cut to the chase, FSR 2.0 is similar to DLSS 2.3 in that it can actually look better than native resolution rendering in some scenarios: in particular, a 4K output with quality mode (internal resolution: 1440p) generally looks impressive. The most challenging scenarios, however, do tend to reveal more artefacts than the Nvidia equivalent. Also, the more aggressive the performance mode chosen, the more impactful those artefacts are. However, we are talking about relative quality here: the fact is that viewed in isolation, FSR 2.0 in 4K performance mode rendering internally at just 1080p still looks pretty impressive - a credit to AMD. A further caveat comes into play though: quality on lower output resolutions. If you're targeting a 1080p or 1440p output, the reduction in source data to work with can again cause a hit to the detail level. As a rule of thumb, with DLSS, the lower your display resolution, the higher the DLSS quality level you should use - this is even more important with FSR 2.0. It's also worth noting the performance considerations too. As the table on this page reveals, the cost of FSR 2.0 when viewed in isolation sees the technique running faster on Nvidia GPUs than AMD hardware in almost all scenarios. Furthermore, DLSS 2.3 is delivering further quality with a lower rendering cost on RTX cards. Also, the wider the gulf between the internal rendering resolution and the output resolution, the higher the processing cost of FSR 2.0. This is not so much of an issue because you are saving so much more GPU time simply because you are operating at a lower internal resolution in the first place - but there does come a point where, say, pushing a lower-power 1080p-focused GPU to output 4K via FSR 2.0 essentially becomes a waste of time. 4K Native + TAA 4K FSR 2.0 Quality Mode 4K DLSS 2.3 Quality ModeFSR 2.0 quality mode compares extremely favourably with 4K native with TAA in static images, having aspects which are superior. 4K Native + TAA 4K FSR 2.0 Quality Mode 4K DLSS 2.3 Quality ModeFSR 2.0 performance mode fares less favourably against DLSS and native rendering in performance mode in static images. 4K Native + TAA 4K FSR 2.0 Performance Mode (10 Sharpening) 4K FSR 2.0 Performance Mode (5 Sharpening) 4K FSR 2.0 Performance Mode (0 Sharpening) 4K DLSS 2.3 Performance ModeVegetation is handled well in FSR 2.0, though it is perhaps over-sharpened at its default value of 10. 4K Native + TAA 4K FSR 2.0 Performance Mode 4K DLSS Performance ModeFSR 2.0 with lateral movement maintains sharpness at the cost of image stability and anti-aliasing quality. 4K Native + TAA 4K FSR 2.0 Quality Mode 4K FSR 2.0 Performance Mode 4K DLSS 2.3 Quality Mode 4K DLSS 2.3 Performance ModeAnimations see the largest differences between techniques with FSR 2.0 resolving a pixelated ghosting. 1080p Native + TAA 1080p FSR 2.0 Quality Mode 1080p DLSS 2.3 Quality ModeThe amount of pixelated ghosting increases on animations the lower the internal resolution is, such as 1080p. 1440p Native + TAA 1440p FSR 2.0 Performance Mode 1440p DLSS 2.3 Performance ModeEffects work is not reconstructed with FSR 2.0, leading to a lower resolution aliased look. 1440p Native + TAA 1440p FSR 2.0 Performance Mode 1440p DLSS 2.3 Performance ModeIn-game text is not reconstructed with FSR 2.0, leading to a lower resolution aliased look. 1080p FSR 2.0 Quality Mode 1080p DLSS 2.3 Quality ModeDepth of field with FSR 2.0 showcases pixel blocks. Launch comparison tool Please enable JavaScript to use our comparison tools. Ultimately, the conclusions I draw from my testing are fairly straightforward. FSR 2.0 at 4K is quick on big GPUs and slow on smaller GPUs, but perhaps more realistically, lower-end hardware works relatively efficiently in upscaling to 1080p or 1440p resolution. Looking at performance more specifically, FSR 2.0 is designed to offer similar improvements to performance as DLSS, with minimal impact to image quality. For example, in Deathloop, I found that the Radeon RX 6800 XT runs below 60fps at max settings with RT enabled at native 4K. FSR 2.0 in quality mode improves frame-rates by 54 percent, increasing to 92 percent in performance mode, both allowing for great 60fps (or even higher) experiences. At the lower end of the hardware scale, an RX 580 outputting at native 1080p cannot run the game at max settings with a consistent 60fps. The older FSR 1.0 in performance mode increases performance by 44 percent, but in terms of quality, it leaves a lot to be desired. Meanwhile, FSR 2.0 produces a far superior output image, though the performance uplift isn't quite so high - but a 38 percent boost is still impressive and it's still a powerful tool in reaching 60fps. Again, I do recommend watching the video to get a better idea of the nuances of FSR 2.0 but the improvement over its predecessor is huge. FSR 1.0 delivered improved results over the most basic of upscalers but fared poorly against reconstruction-based techniques, up to and including DLSS. However, FSR 2.0 is a resounding success based on what we've seen so far. Implementations and quality might vary from title to title - as we have seen with DLSS - but not only has AMD delivered a great piece of tech, it has managed to offer up quality levels better than other software-based solutions and comparable to the best, including Epic's TSR. And if it cannot fully match DLSS, perhaps it does not need to - subjectively it still looks very good, and that's all it needs to deliver, since machine learning-based techniques demand a certain type of graphics card. So yes, it runs on a far wider range of hardware than DLSS, therefore for those who do not have an RTX card, FSR 2.0 is a great thing to use. It's also the first iteration of the technology, so there is every chance that the areas of weakness we did find could be improved via game patches or future versions of the algorithm. Take-up from developers will be key, but ultimately, the inputs it requires are similar to DLSS and XeSS, so adoption should be similarly rapid and I look forward to seeing how AMD's techniques work on future titles. Will you support the Digital Foundry team? Digital Foundry specialises in technical analysis of gaming hardware and software, using state-of-the-art capture systems and bespoke software to show you how well games and hardware run, visualising precisely what they're capable of. In order to show you what 4K gaming actually looks like we needed to build our own platform to supply high quality 4K video for offline viewing. So we did. Our videos are multi-gigabyte files and we've chosen a high quality provider to ensure fast downloads. However, that bandwidth isn't free and so we charge a small monthly subscription fee of £4.50. We think it's a small price to pay for unlimited access to top-tier quality encodes of our content. Thank you. Support Digital Foundry Find out more about the benefits of our Patreon More Features Feature What games get wrong about horses And what they could do about it. 27 Feature Shout out to all the Overwatch supports - where would we be without you? Merci. 55 Feature From abandoned board game to birthing a genre: Football Manager at 40 Kick off. 21 Feature How I became an Elden Ring detective It started with a save game... 26 Latest Articles Genshin Impact Path of Gleaming Jade dates, login event rewards Including other anniversary rewards and how to claim them. Atari will hold RollerCoaster Tycoon rights for another decade Ups and downs. 7 Jelly Deals Logitech's G Pro X gaming headset is its lowest-ever price during Amazon's Early Access sale Prime Members can get it for just £52. Jelly Deals Save over £500 off the retail price on this beefy ASUS TUF Dash gaming laptop from Amazon Under £1080 for an RTX 3070 laptop. Supporters Only Premium only Off Topic: Take a minute to appreciate Cookin' with Coolio's incredible scallops recipe. What a great book. Premium only Off Topic: Reading City of Glass in comic form "Where exactly am I going?" Premium only Off Topic: Il Buco is a transporting film about a really big hole Underlands. Off-Topic Netflix handled Sandman brilliantly It was Dreamy. 9 Buy things with globes on them And other lovely Eurogamer merch in our official store! Explore our store
Share:
0 comments

Comments (0)

Leave a Comment

Minimum 10 characters required

* All fields are required. Comments are moderated before appearing.

No comments yet. Be the first to comment!