People are saying this is a better overall solution to DLSS.
-Just like DLSS, FSR works on a per game basis, so the implication old cards now have new life or AMD is doing more for Nvidia cards than Nvidia is laughable at best.
-Nvidia is at DLSS 2.2 now. Not 2.0.
-AMD will have to work with each dev and vastly improve Quality presets. This is AMD we're talking about, so expect FSR to fade away sooner than later.
-AMD actually asked if gamers wanted their Radeon Image Sharpening software to work with DX11 games before doing it. That's insane.
I am sooooo confused as to why there is so much faith in a company that has a history of not wanting to take the time and control of things like Freesync and Mantle, and inferior tech like AMD Chill and FRTC.
A company that renames L3 to Game Cache, Hyper Transport to Infinity Fabric and whatever Infinity Cache is to make them sound more exciting I guess.
Mantle went to Khronos and Freesync went to monitor manufacturers. TressFX is Crystal Dynamics. Remember that one? The Hairworks killer! Still used in Tomb Raider only?
Nothing tells me AMD is in this for the long haul. Wake me in 6 months.
I think this is the attractiveness of FSR, and something that AMD needs and wants to dull the uptake of DLSS. If a developer can kill 3 birds with 1 stone (3 because Intel mentioned they will support FSR as well), then it makes development work easier for them, and a faster time to market for their product. Which is why we see Nvidia suddenly so hard at work trying to round up developers to use DLSS. Obviously the visual quality is not as good, but considering it requires no special hardware to use it, is a win for gamers. In fact if you are an Ampere/ Turing card owner, its better because now you get to enjoy both DLSS in Nvidia sponsored titles and also FSR.Funny that AMD is improving the performance nVidia cards!
Good article but just a quick look. A more in-depth analysis is definitely needed.
It is 1440p,not 2160 anymore.
FSR is better not because visually its better. Its better because its open and easier to implement both technically and in doing so, benefits all GPUs from AMD, Nvidia and even Intel at some point. These reasons are good enough to sway developers since it will cut time to market by quite a fair bit as oppose to implementing some bespoke technology. FSR benefits consoles even more, and as I expect most game developers to adopt FSR for console games, PC versions may also come with FSR as a side effect.People are saying this is a better overall solution to DLSS.
-Just like DLSS, FSR works on a per game basis, so the implication old cards now have new life or AMD is doing more for Nvidia cards than Nvidia is laughable at best.
-Nvidia is at DLSS 2.2 now. Not 2.0.
-AMD will have to work with each dev and vastly improve Quality presets. This is AMD we're talking about, so expect FSR to fade away sooner than later.
-AMD actually asked if gamers wanted their Radeon Image Sharpening software to work with DX11 games before doing it. That's insane.
I am sooooo confused as to why there is so much faith in a company that has a history of not wanting to take the time and control of things like Freesync and Mantle, and inferior tech like AMD Chill and FRTC.
A company that renames L3 to Game Cache, Hyper Transport to Infinity Fabric and whatever Infinity Cache is to make them sound more exciting I guess.
Mantle went to Khronos and Freesync went to monitor manufacturers. TressFX is Crystal Dynamics. Remember that one? The Hairworks killer! Still used in Tomb Raider only?
Nothing tells me AMD is in this for the long haul. Wake me in 6 months.
AMD consoles do need all the help they can get, but FSR won't do a thing.FSR is better not because visually its better. Its better because its open and easier to implement both technically and in doing so, benefits all GPUs from AMD, Nvidia and even Intel at some point. These reasons are good enough to sway developers since it will cut time to market by quite a fair bit as oppose to implementing some bespoke technology. FSR benefits consoles even more, and as I expect most game developers to adopt FSR for console games, PC versions may also come with FSR as a side effect.
I agree AMD don't seem to follow through on technologies that they came up with. But in all these cases, the technology is made open to all, which I think is ultimately a good thing. So no company can hold you random and force you to pay extra in order for you to use that technology.
Software wise, Vulkan comes to mind.AMD consoles do need all the help they can get, but FSR won't do a thing.
AMD sucks at software. Nothing they've made stands out today.
Khronos Group.
Hairworks killed itself, TressFX didn't need to do it. TressFX is still getting some attention from devs and AMD (2020 version 4.1 update added integration for UE). And it isn't just for games, for example it can be used in Maya for hair and collision authoring.People are saying this is a better overall solution to DLSS.
-Just like DLSS, FSR works on a per game basis, so the implication old cards now have new life or AMD is doing more for Nvidia cards than Nvidia is laughable at best.
-Nvidia is at DLSS 2.2 now. Not 2.0.
-AMD will have to work with each dev and vastly improve Quality presets. This is AMD we're talking about, so expect FSR to fade away sooner than later.
-AMD actually asked if gamers wanted their Radeon Image Sharpening software to work with DX11 games before doing it. That's insane.
I am sooooo confused as to why there is so much faith in a company that has a history of not wanting to take the time and control of things like Freesync and Mantle, and inferior tech like AMD Chill and FRTC.
A company that renames L3 to Game Cache, Hyper Transport to Infinity Fabric and whatever Infinity Cache is to make them sound more exciting I guess.
Mantle went to Khronos and Freesync went to monitor manufacturers. TressFX is Crystal Dynamics. Remember that one? The Hairworks killer! Still used in Tomb Raider only?
Nothing tells me AMD is in this for the long haul. Wake me in 6 months.
Vulkan is derived from and built upon components of AMD's Mantle API, which was donated by AMD to Khronos with the intent of giving Khronos a foundation on which to begin developing a low-level API that they could standardize across the industry.Khronos Group.
Wow, that's a lot of false information in one comment.People are saying this is a better overall solution to DLSS.
-Just like DLSS, FSR works on a per game basis, so the implication old cards now have new life or AMD is doing more for Nvidia cards than Nvidia is laughable at best.
-Nvidia is at DLSS 2.2 now. Not 2.0.
-AMD will have to work with each dev and vastly improve Quality presets. This is AMD we're talking about, so expect FSR to fade away sooner than later.
-AMD actually asked if gamers wanted their Radeon Image Sharpening software to work with DX11 games before doing it. That's insane.
I am sooooo confused as to why there is so much faith in a company that has a history of not wanting to take the time and control of things like Freesync and Mantle, and inferior tech like AMD Chill and FRTC.
A company that renames L3 to Game Cache, Hyper Transport to Infinity Fabric and whatever Infinity Cache is to make them sound more exciting I guess.
Mantle went to Khronos and Freesync went to monitor manufacturers. TressFX is Crystal Dynamics. Remember that one? The Hairworks killer! Still used in Tomb Raider only?
Nothing tells me AMD is in this for the long haul. Wake me in 6 months.
Khronos Group.
I agree on the ‚not quite as good‘ statement, but that does not mean it‘s bad. It seems that in particular the higher performance modes have noticeably lower IQ for FSR vs. DLSS 2.Alternative headline:
AMD introduces knock-off of other company's technology: Not quite as good
But then I guess that could work for half of AMD's headlines
Beyond the marketing terms, this is a battle between temporal and spatial up-scaling. I see no reason we can't have both from both vendors. OK, there's the AI bit on DLSS, but how much of that does it need to run on the tensor cores, is the tensor core code image-quality crytical, and if it is crytical, can it be off-loaded to a CPU core or three. My understanding is the AI part is actually performed off-line by Nvidia, it's just compiled for NV hardware, as opposed to x86.Not bad, I expected much worse to be honest.
I wonder if AMD can bake AI into it, and release an "FSR 2.0" that improves it's image quality, especially when upscaling to and from lower resolutions.
Running parts of the process on the CPU (as option) would be a good idea as that would make high core count CPU more attractive.Beyond the marketing terms, this is a battle between temporal and spatial up-scaling. I see no reason we can't have both from both vendors. OK, there's the AI bit on DLSS, but how much of that does it need to run on the tensor cores, is the tensor core code image-quality crytical, and if it is crytical, can it be off-loaded to a CPU core or three. My understanding is the AI part is actually performed off-line by Nvidia, it's just compiled for NV hardware, as opposed to x86.
The question is would NV include spatial up-scaling and target general purpose CPUs (as opposed to promoting AI buzz)? Probably yes to the first, and no to the second, the AI buzz is just too sweet.
Also, would AMD include temporal up-scaling next to the spatial? They could on the current hardware if they can run it on CPU cores, there's plenty of high speed CPU cores on consoles and PCs nowadays
Bro, dont waste your time on that one, he is just trolling at this point.Vulkan is derived from and built upon components of AMD's Mantle API, which was donated by AMD to Khronos with the intent of giving Khronos a foundation on which to begin developing a low-level API that they could standardize across the industry.
The above is a quote from the linked Wikipedia article.
It's cute you think I don't know where it came from. Point STILL being - it's not run by AMD. It's run by Khronos Group. AMD had it for maybe a year then passed it off. AMD has a habit of doing that. And when they're not doing that, they slap their name on someone else's product. ie: AMD RAM (lol)with Patriot, and AMD RAM DISK software no one uses.Vulkan is derived from and built upon components of AMD's Mantle API, which was donated by AMD to Khronos with the intent of giving Khronos a foundation on which to begin developing a low-level API that they could standardize across the industry.
The above is a quote from the linked Wikipedia article.
TressFX is STILL used in one game. Yup. Go AMD partnerships!Wow, that's a lot of false information in one comment.
So FSR is just a different approach for upscaling, not better or not worse than DLSS1/2. It's different, with different advantages and drawbacks.
FreeSync is still fully controlled by AMD. They validate the monitors. They provide a lot of engineers for the monitor manufacturers, to ensure that a design is compatible with FreeSync at launch. The manufacturers pay for the validation at per monitor basis before launch. While the underlying specification for VESA Adaptive-Sync is standard, there is no guarantee that it won't generate errors. But the FreeSync certification is error-free. The reason why there is much more FreeSync compatible monitors, than G-Sync Compatible, is that AMD working with the manufacturers to design their montiors to FreeSync, while NVIDIA just provide software updates in the driver, to fix the errors, but they don't spend that much resource for this, so they validate much less monitors.
Mantle is still in the driver. It can be accessed in developer mode. They use this for prototyping new techniques.
Chill and FRTC doesn't require developer support. These are just driver level features, and still works in almost every game.
Infinity Fabric is vastly different than HyperTransport. The basics are more closer to Freedom Fabric. AMD bought that with SeaMicro. But the underlying changes are significant. That's the reason why is it so hard to copy it. Intel can use some chiplet packaging technology, but doing this for high performance chips, are much-much harder, and for now, only AMD solve this problem with Infinity Fabric.
Well Mantle not went to Khronos. They just give the source code for them, but Mantle is still owned by AMD, and they still update it for themselves. As I said, Mantle is still in the driver, and they prototype a lot of things on it.
As I said earlier, AMD sill owns FreeSync, the monitor manufacturers pay for them for the validation.
TressFX is still owned by AMD, and they still update it. Crystal Dynamics just modify it, which is the advantage of open source. And they use it in alot of titles, like Deus Ex, Marvel's Avengers, they even use it for their new Guardians of the Galaxy game. And they not the only one... even Guerrilla Games use it for Horizon Zero Dawn for example, or NetEase... Death Strandings hair solution is also a modified TressFX.
I know history and how to read.Why do you even respond...? It is quite obvious you are young and do not even know tech history, or many of the things you post about.... they sound more like rants than a discussion.
A bit of history... (already linked for you, in which you didn't read)
Wiki:
Vulkan is derived from and built upon components of AMD's Mantle API, which was donated by AMD to Khronos with the intent of giving Khronos a foundation on which to begin developing a low-level API that they could standardize across the industry.
You can, but I prefer to find out if the ignore list works.It's cute you think I don't know where it came from. Point STILL being - it's not run by AMD. It's run by Khronos Group. AMD had it for maybe a year then passed it off. AMD has a habit of doing that. And when they're not doing that, they slap their name on someone else's product. ie: AMD RAM (lol)with Patriot, and AMD RAM DISK software no one uses.
I can keep going....