AMD FidelityFX Super Resolution 2.0 - Deathloop preview

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Undying:

@Krizby mention its using 2.3.0 ver. Its not the one game shipped with but updated so probably still is. Didnt check myself I only used dlss swapper for dying light 2.
I'm surprised Nvidia doesn't have a way of updating these through experience or something. Seems short-sighted.
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death loop catering to a tiny minority. good luck with the woke im sure you wont go broke.
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Super zoom and pixel hunting to find a wrong pixel and declare a winner? Why?Simple if you need the fps enable it, if you went back to the settings to double check you enabled it they do their job fine... that's all.
Martin5000:

death loop catering to a tiny minority. good luck with the woke im sure you wont go broke.
What are you on about ? Nobody talking about the game as a game or story, people here just compare fsr2 to dlss. Nobody cares what kind of game it is just that has both features implemented allowing for direct comparison.
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Stormyandcold:

Why does this PhysX BS still exist? ATi chose not to work with Nvidia on Physx, which is why Nvidia locked them out. Ati chose to partner with Havok for their physics implementation which bore no fruit. It's a fact that Ati themselves were against Physx and hardware accelerated physics in the first place, where as Nvidia saw the potential and made it mainstream. Mainstream enough that even consoles used PhysX. Your version of PhysX history is just wrong. What we really see with Nvidia is that they set the standard and Ati/AMD are always playing catch-up. DX12 is a testament to what happens when you let AMD push their agenda. You get BS like Async-compute, which AMD are more than willing to pedal as the next big thing, when in reality it was a last minute change in the DX12 specs that Nvidia weren't prepared for. The fact we now have Ray Tracing, even in a hybrid form is down to Nvidia. Now AMD has RT. DLSS also Nvidia, now AMD has FSR. If it wasn't for Nvidia those features wouldn't even exist.
Um... no. What nVidia wanted to do, was to get ATi to adopt CUDA. Which was never going to happen. Because it's closed source and fully controlled by nVidia. And the the GPU accelerated Havok bit, which was demo'ed on both GeForce and Radeon hardware, bore no fruit in the end because Intel bought Havok and killed off GPU acceleration.(just google when Havok demo'ed GPU phsyics and then what year Intel bought Havok)
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There seems to be a bug that randomly breaks image quality of FSR 2.0, which can happen after switching upscaling/-sampling modes. I then have to switch to FSR 1.0 and back again to 2.0 to fix it. It's really weird, as it doesn't look as bad as FSR 1.0, but is still far away from 2.0. Being aware of this weird issue, so I can avoid it and not mistake the broken result with how FSR 2.0 is supposed to look, I gotta say that I'm really impressed with FSR 2.0. Image stabiltiy is a bit worse than with DLSS, but even Balanced mode in 1440p still looks very detailed and natural after CAS and it only seems to have a fraction of the ghosting issues of DLSS. Really didn't expect that. Also motion blur and jittering are well tuned. Looks muuuuch better than UE4 TAAU.
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Stormyandcold:

Why does this PhysX BS still exist?
Because in 2010, an external marketing campaign from nvidia was so utterly bad, it was good. [youtube=I-RukRMxTV0] It was a more simp-liar time. A time of kings, queens and stoopid logos thought up by an external ad manager who was out for lunch on the day the worst marketing decision ever, was made.
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I think every time I went to PAX I walked away with years worth of free shirts. That convention used to be great for that lol
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Martin5000:

death loop catering to a tiny minority. good luck with the woke im sure you wont go broke.
They usually make more money. But nobody or very few who repeat that woke - broke garbage ever factchecks
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Martin5000:

death loop catering to a tiny minority. good luck with the woke im sure you wont go broke.

old-man-yells-at-cloud-yelling.gif
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haste:

FSR2 looks promising. It's still too early to judge
We can already say that it's really, really good. I.e. much better than UE4 TAAU. I already like it more than DLSS in Deathloop, just ~0 smearing/ghosting of objects before the skybox etc.
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Mineria:

If 2.3.9.0 works well with that game, ghosting should be virtually gone.
It reduces it, but it's never fully gone or close to it. FSR 2.0 is really much, much better in this regard here and I expect that this will also be true in other titles. It is nothing but mind-blowing. We need a much better version of DLSS now or it is redundant as a vendor-locked feature.
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cucaulay malkin:

2.0 performance > 1.0 quality not even a debate here's dlssq and fsr2.0q at 1440p https://imgsli.com/MTA3NjUy
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FSR1.0 in Deathloop actually looks worse than the resolution it's upscaling from, no idea how that happen, so Deathloop is the perfect game to introduce temporal upscaling. For other games the difference between FSR1.0 and 2.0 will not be so much.
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Denial:

I've been watching comparison videos and reading articles (including this one), seems like this is a huge leap over FSR1 but still falls a little short of DLSS in motion. That being said I don't know how Nvidia can justify dedicating die space for tensors when the quality of DLSS is only 5-10% better than this and basically no other feature uses them. Either Nvidia needs to put more value-add into Tensors or they need to go a different route with DLSS. Perhaps we will get a DLSS 3 with larger upgrades or some other features that utilize tensor with next gen but at this point I'd say AMD has parity here.
I wonder about this as well — can the tensor cores also help with RT denoising? I definitely might be wrong but I recall reading that sometime ago (though just on forum not from Nvidia). It does seem like if the tensor cores are only used for DLSS and nothing else at all it would be preferable to just go the TAAU route like FSR 2 and UE5, but perhaps I’m missing something. It is true that the very latest iteration of DLSS is pretty mind blowing (imo at least) — I have to imagine that surely the tensor cores have some other use/value to gaming or why would Nvidia have done this route? It’s all very confusing for me and I don’t have enough information to know unfortunately. EDIT: I see your follow up comment now, sorry you actually addressed a lot of this already. Thanks,
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Martin5000:

death loop catering to a tiny minority. good luck with the woke im sure you wont go broke.
To each their own and all that, but Death Loop really let me down after I loved Prey 2017. Most of Death Loop I was able to basically just sprint past everything or just funnel all the enemies (of which there’s what, 1 type?) down a corridor to their doom. I really didn’t like how the world wasn’t persistent in this case. In Prey there were loading screens between areas but it was still basically a seamless world other than that. I think it would’ve been more fun to be able to customize your equipment in real time like Crysis (always loved that about those games) and I would’ve rather it be a more persistent world (even if it’s just the Prey approach with some load screens between areas, I dunno). The story also seemed pretty poor to me personally, but lotta people also seemed to like the story so what do I know. The game really didn’t work for me which isn’t what I was expecting since I recall Dishonored being fairly good back in its day and I loved Arkane’s Prey. In fairness to DeathLoop the weapon firing/animations look great. As an aside, the camera jitter bug Digital Foundry found/talked about drove me absolutely mad — capping to 60 mostly fixes it though.
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Denial:

I'm surprised Nvidia doesn't have a way of updating these through experience or something. Seems short-sighted.
It is extremely weird — there really should be some streamlined way for games to have their DLSS version updated. For example, it could be bundled with the driver. I know we can do this manually by drag and dropping certain files, but most users aren’t going to do that I expect: