DLSS and FidelityFX Super Resulution
Both upscaling technologies are available to the game and can each be set to five levels. Besides “Off”, “Performance”, “Balanced” and “Quality”, they only differ in the last option. While Nvidia’s DLSS still has “Ultra-Performance”, AMD’s FidelityFX gives us “Ultra Quality” as the last option. Whether this is intentional or a small mistake has crept in, I can’t say. DLSS and DLAA cannot be activated at the same time. You will find a picture comparison in the next section, but here are the coveted bars for now:
Edge smoothing – MSAA, TAA and DLAA
The game is also extremely exemplary in terms of edge smoothing. In addition to the power-hungry MSAA (Off, 2x, 4x, 8x), TAA can also be used. Even in combination this is possible. As you’re used to, activating TAA also causes the image sharpness to suffer a bit in the LS22, which is especially noticeable in motion. Also, the implementation of this technique is prone to minimal ghosting, which is especially noticeable in high-contrast situations. You can see this well, for example, on the black roll bar of the small utility vehicle when you stand on bright gravel and turn the camera.
If you don’t pay explicit attention to it, it’s hardly noticeable in the “heat of the moment” and I personally think TAA is the option to choose in this game. In contrast to the regular MSAA, it costs significantly less power and produces the most homogeneous image overall – albeit hobbled by some blurriness.
And why not Nvidia’s groundbreaking DLAA technology? Because, unfortunately, it’s “broken.” At first, I was totally blown away because the overall image is just as smooth as with TAA and even makes a crisper impression. Especially at standstill it looks absolutely fantastic, there are practically no stairs to be seen anymore. But when moving, the ghosting in the roll bar example is a bit more noticeable.
And at the latest when dusk falls, the “dark side” of this technology literally becomes apparent. Please take a look at the outline of the trees at night in the following video.
They can’t seriously think that no one notices THAT, can they? At standstill DLAA looks really very good, but in motion and especially in suboptimal lighting conditions it is obviously an even bigger failure than the first DLSS implementation in the Vaseline version was back then.
Finally the comparison pictures of all edge smoothing modes
In summary: DLSS is too blurry, FidelityFX looks too “hard” due to re-sharpening, and DLAA entails smearing and ghosting. If it’s somehow avoidable, I recommend doing without these performance boosters altogether and enjoying the well-functioning TAA.
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