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AMD Radeon Super Resolution vs. FidelityFX Usability & Image Quality Comparison

AMD Radeon Super Resolution vs. FidelityFX Usability & Image Quality Comparison

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Rating: 4.5; Vote: 2
AMD's Radeon Super Resolution is now out, following-up FidelityFX Super Resolution (FSR). This comparison looks at AMD RSR vs. FSR and talks about how the technology works. As AMD pushes its Radeon Super Resolution out the door, the real news is that FidelityFX Super Resolution 2.0 is right around the corner. FSR 2.0 will drastically change (and theoretically improve) how FSR works, and RSR will inherit those changes -- making it immediately more interesting. NVIDIA is also forging ahead with its own DLSS, which we need to revisit soon, and NIS technologies. The current fight of NVIDIA vs. AMD seems to be fought both on a software front and a hardware front, with super resolution and scaling technologies being used to better support aging GPUs and ray tracing alike. Jadesprite: Been using RSR via DXVK/proton patches on wine with a GTX 1050 Ti to play final fantasy xiv at 1440p. It's nice because all the blinding graphical effects don't nuke my fps! But unfortunately, there's a lot of text in the game, and sorry for GN's examples but games rarely use such square fonts as they demonstrated. The minute curvature of ffxiv's fonts gets smudged and some of the letters look very blurry. Smaller fonts have it worse, its not as noticeable if you use large UI options/big font size.
Date: 2022-03-20

Comments and reviews: 9


IMO the worst case scenario isnt' upscaling to 4k, it's upscaling to 1080p as the input data is the lowest and definitely results in worst examples. Especially in movement. Plus, that's the use case that most low budget gamers that would see the most benefit from upscalers like this contend with. The moment you go below 1440p as a target resolution for upscaling the limitations of the tech (and moreover the available data) really shows.
Also don't know how they would implement FSR2.0 solutions into RSR later down the line as they would need motion vectors for the neural net (which is what I understand they are using) and they can't really get those from the engine after the end of the pipeline .... Will be very interesting to see how that would work if that's the idea

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I tried out the RSR setting yesterday on Total War: Warhammer III. It doesn't support DLSS or FSR and doesn't seem to like AMD cards so my performance on my RX 6700 XT isn't spectacular at 1440p. With settings Med and High, I was averaging 79.7 fps with a high of 98 and low of 62 on the internal battle bench mark. I changed to 1080p and enabled RSR with it scaling to 1440p with all the settings the same and got an average of 115.5 fps with a high of 146 and low of 92. For me it looked good and ran super smooth. I was able to re-enable some settings and up some others and I'm still getting frames averaging above 100 fps. I like it.
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I've been using RSR in a few titles and honestly it actually helps a few older games I have with problematic internal resolution scaling.
I really appreciate this because it actually fixes some games that use DirectX 9/10/11 but don't have proper scaling in rendering on higher resolution displays.
To me, this just works, and it works well, and actually fixes some things for me.
Not sure if that was intended, but if it is a side effect, its a welcomed side effect in my opinion.
This would be a good way to test scaling against older titles that don't have proper resolutions that work on modern monitors.

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Now, if only there was enough decent games to play on those super expensive GPUs.
Looking at the state of the current market place, you could pick up a 8 year old GPU and play 8 year old games on it, and you would still be playing todays games.
The gaming industry has become like the film industry. Constant rehashes of the same boring thing over and over and over again.
If you've played one far cry, you've played them all.
You've played one fallout, same goes.
Save yourself some money, go and buy an 8 year old GPU, and play the same games you can play today.

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Hey Steve, I did few testing for flightsim 2020 ,I found full screen setting on 4k tv 55 inch
RSR ON and Anti lagg on
3071x1727 Rebder Res 80 win mode Full Screen
on runway
Max FPS 34 % 34
AVG FPS 33 % 32
CPU usage 30% 30
GPU usage 84% 84 16 gig gpu
In flight with live weather lots clouds
RSR on Anti lagg off
Max FPS 60
AVG FPS 55
Inflight Cape Town live weather clear sky
Render Res 80 3071x1727
RSR On Anti lagg on
Max FPS 60
AVG FPS 59
GPU usage 85%
CPU usage 23%

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Can I request a clarification on what do you mean by 4K in the various slides? A resolution of 3840x2160 commonly known as UltraHD (UHD) and rarely known as 4K UHD . Since it's width isn't even four thousand pixels.
4K or sometimes cinema 4K , 4K DCI refers to a width of 4096 pixels which is common 2160 tall - making it wider than the 16:9 aspect ratio.
Are you reading from marketing material, lazily use inaccurate terms, purposefully mislead or unknowingly misuse those designations for your videos?

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I believe the reason RSR sometimes produces a slightly-worse result than FSR (even though RSR is just driver-level FSR) is because FSR is supposed to include a mip bias. The texel-to-screen-pixel ratio changes for the worse when running at a lower native resolution, and this would counterbalance that, keeping textures sharper. RSR probably doesn't do this? (And it probably technically could, but mip bias at this level is probably more dangerous and they must have decided against it?)
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The only questions left after watching this that i have.. and maybe i missed you mention this but... is there any difference in the performance gains? Anyone using any super resolution tech is most likely going for those sweet sweet frames and if having FSR built into a game is typically better quality, then, does that come at a frame cost? And if the difference is basically negligible with decent hardware does it scale up as you go backwards in generations that support it?
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wait so FSA look better then RSR at the same settings?
RSA only runs on amd gpu because it a driver thing but it can run in any game that has fullscreen? and on top of it you have more resolution to scale from
FAS on the other hand can run any 5xxx 60xx 5xx10xx gpus if the developer add it to the game, but its quality depends on the developer and at what point in the creation of the image he uses it?

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