1440p native vs. DLSS vs. FSR under dynamic conditions
Unlike the last quality comparison in the game Necromunda Hired Gun, today we look at the quality of the upscaling techniques dynamically. For this I have prepared a few videos for you. We start with the native resolution. Let’s roll some film!
Now you have an idea of how antialiasing was natively implemented in the Marvel’s Avengers game, for example. So far so good. Now let’s see how DLSS does at the Ultra Performance level.
Oh ha, that looks pretty bad for antialiasing shimmer! Where did that come from? Certainly not from the game’s own antialiasing, because DLSS disables it and uses NVIDIA’s own antialiasing. I can reassure you though, because you see little to no of this in the other stages! Here NVIDIA has probably put the focus purely on the performance. Even DLSS has something that falls by the wayside, probably the antialiasing is completely disabled – in favor of the performance. I can’t explain it any other way! Then let’s see what the FSR Performance stage delivers here.
FSR also has the shimmer, although not quite as extreme. Those who use FSR will notice the shimmer from the Quality level. Although it’s not as noticeable as in performance mode yet, but it’s there. Here FSR up to and including the DLSS performance level cannot keep up with DLSS. The dynamic influences clearly show the weaknesses of the AA implementation in the game and FSR is helpless against it. In return, the FSR Performance level is significantly better than DLSS-Ultra-Performance.
At the end of the day, however, you have to accept sacrifices for the performance gains. At this point I do not want to go further into the other levels of DLSS or FSR. We are not gaining any significant knowledge! Now let’s look at the details. Next page!
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