First, a few more videos to illustrate how the different techniques affect image quality. Unfortunately, due to compression, even a 4K video would not be able to fully convey the actual impression of the natively rendered game. You can clearly see the difference, but in real life it is even more noticeable.
Ghosting DLSS vs. FSR 2.0
In the LS22, so-called ghosting often occurs in dark game scenes. This often occurs at object edges when they form a high contrast to the background. If you look closely, you can see it in the following two clips on the edge of the pickup’s roof. I would say that ghosting is slightly less with FSR than with DLSS.
DLSS
FSR 2.0
Sharpness with movement
In terms of sharpness, FSR already had advantages in the old version, but the excessive sharpening also led to unrealistically hard edges. In the following three clips, please pay attention to the trees on the horizon. Here you can clearly see that the difference between FSR 1.0 and FSR 2.0 is gigantic. In addition, the edges flicker less with FSR 2.0 than with DLSS.
DLSS
FSR 1.0 with TAA
FSR 2.0
Conclusion
In conclusion, it has to be said that AMD has really managed a gigantic step with FSR 2.0. Definitely also bigger than the step from DLSS 1.0 to DLSS 2.0, although to be fair it has to be said that DLSS has really worked better than FSR for the most part so far. However, considering the fact that AMD’s technology is purely software-based and can therefore even be used by older (non-RTX) GeForce GPUs, the complicated DLSS technology soberly loses some of its shine. FSR 2.0 still delivers about 20% more FPS than native resolution with very good image quality, does not require any special hardware and is probably much easier to implement according to some game developers. All arguments that could lead to FSR outranking DLSS sooner or later.
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