Comparison of FSR 3.1, DLSS 3.7, and XeSS 1.3: Evaluating Upscaling Performance with 5 Games

[Music] upscaling Technologies continue to improve every year and with amd’s recently updated FSR 3.1 Tech finally finding its way into some games there’s no better time for a fresh image quality comparison today we’ll be looking at all five games that have been updated to use FSR 3.1 along with the latest and greatest upscales from Nvidia and Intel in the form of dlss 3.7 and xss 1.3 with everything up to date and officially integrated into games this should give us the best comparison between the Technologies when AMD announced FSR 3.1 a few months ago they promised several improvements to the upscaling component such as improved temporal stability for reduced flickering and shimmering as well as enhanced ghosting reduction and better detail preservation with previous versions of the technology such as FSR 2.2 that was also used with the initial release of FSR 3.0 amd’s upscaler had generally been the for temporal stability so these are very welcome changes along with improvements to the upscaler AMD also decoupled frame generation from FSR so you can now use amd’s frame gench with other upscales such as dlss or xcss or even native resolution in addition they’re now bundling FSR into a dll file that ships with games theoretically providing the same dll swap advantages as dlss and xss when those Technologies receive updates no more waiting for developers to upgrade the tech themselves Gamers should be able to swap the D to a newer version but the focus of this video is specifically on FSR 3.1 upscaling to properly assess the image quality of each upscaler we first need to normalize performance that is find out how each setting performs and match up the relevant settings that deliver the same performance uplift this prevents any upscaler from abusing the naming scheme and allows more efficient algorithms to gain a fair advantage to do this I’m testing on the Nvidia gForce RTX 47 and the AMD radon RX 7800 XT two similarly matched graphics cards that benefit from upscaling and they’re both slotted into my AMD ryzen 7 7800 x3d test system with 32 GB of ddr5 6000 cl30 memory starting with Ratchet and Clank rift aart benchmarked at 4K using very high settings with no rate tracing we find that on the RTX 4070 dlss and xss deliver a similar performance uplift using the quality mode this is because Intel recently renamed each of their presets to more closely matched DSS in performance increasing the scale factor in the quality mode from 1.5x to 1.7x which previously was labeled balanced this means that dlss quality is actually rendering at a higher base resolution than xss for a similar level of final performance meanwhile FSR isn’t as effective only providing 90 FPS instead of the 96 FPS seen with dlss using the quality modes this means that in this title FSR balanced sits between dlss quality and balanced in final performance on an Nvidia GPU however when testing on an AMD GPU things are a little different in this title relative to Native TAA FSR quality is able to provide a 45% performance Improvement very similar to the 43% uplift seen on the RTX 470 for dlss Quality this suggests FSI is a little more effective on an AMD GPU and is able to provide a similar performance uplift for AMD owners as Nvidia provides with dlss to GeForce owners on the other hand xcss is less effective on rdna 3 with the balanced preset matching FSR quality in performance therefore when comparing the image quality in Ratchet and Clank I feel the best matchup is DSS quality versus FSR quality versus xss balanced what I’m looking for are the settings on an AMD GPU that match the performance uplift of dlss quality on an Nvidia GPU because those configurations are the most likely to be used Nvidia owners are most likely to stick to DSS and AMD owners will be choosing between FSR and xss I’m going to use the same sort of decision- making for the rest of the comparisons because showing every single possible combination would take up a ridiculous amount of time in Horizon forbidden West we’ve tested using very high settings and on the RTX 470 you’ll probably want to use upscaling at 4K this title is a little different to Rift apart in that the quality mode for all of dlss FSR and xcss provides a similar performance uplift on an Nvidia GPU and that’s also true of the other modes I should also note that this is the only game of the five tested to use dlss 3.5.1 instead of a newer dlss 3.7 revision however on the RX 7800 XT FSR isn’t as performant while FSR quality delivers 65 FPS in our Benchmark pass similar to the 63 FPS from dlss quality on the RTX 470 the base TAA frame rate on the radon card is higher so FSR quality is only delivering 30% more performance here compared to 35% more performance on the Nvidia card in this game what this means is that if radon owners want to match the uplift that dealss quality provides on an Nvidia GPU they’ll have to use either the FSR bounced mode or xss performance because xss is very taxing on rdna 3 in this title in Ghost of sushima I tested using Max settings at 4K and again upscaling is strongly advised on this level of GPU on the RTX 4070 the results seen are very similar to Ratchet and Clank with Ds quality and xss quality delivering a similar 41% performance Improvement however the closest matchup from FSR is the bounced setting not the quality setting on the Radeon card FSR quality doesn’t provide quite as much of an uplift as DSS quality on GeForce but it gets the closest at a 36% gain xss doesn’t Faire too badly in this title either with the quality mode matching FSR quality for performance or the bounce mode delivering a similar uplift to DSS quality on GeForce I could go either way here but let’s compare FSR quality and xss quality as they deliver similar performance on the Radeon card in Spider-Man remastered I tested using 4K Max settings with maximum rate racing on the RTX 470 dlss quality is in the lead here delivering a 52% uplift in frame rate over native TAA rendering both FS and xss aren’t as effective with a balanced mode for each delivering the closest level of performance to achieve a similar level of performance gain on the RX 7800 XT as dlss quality I had to use either FSR balanced or xcss balanced I could even justify xcss performance here as its 50% uplift is also similar to what dlss quality provided on the 4070 but I’ll stick to bounced versus bounced given how similar performance is on the radon GPU which is most relevant then we get to Spider-Man Miles Morales tested first at 4K using the very high preset without rate tracing on the RTX 470 the resulting performance is very similar to what we’ve seen previously dlss quality and xcss quality both deliver about a 40 to 45% uplift while the uplift from FSR quality is lower at just 33% this means the FSR bounce setting is a little closer in its overall performance on rna3 The Uplift from using FSR quality is pretty similar to the same setting on the G4 for card a 31% gain versus 33% gain this again means that to achieve a similar uplift as DSS quality on the GeForce card we need to drop the settings to FSR balanced and unfortunately for Intel’s new technology xcss performance mode what I find interesting though is that these matchups can vary depending on other settings used in the game for example just out of curiosity I enabled R tracing in Miles Morales and retested now each of the settings is more comparable on a name basis on the GeForce GPU all three techniques using the quality mode deliver the closest performance and to achieve a similar performance uplift on the Radeon card again the quality settings make the most sense the quality comparisons I ultimately got are without Ray tracing though as I feel those settings are more realistic on this tier of GPU so to summarize the performance section the results from each upscaler are quite variable and depend on the game graphics card and even the settings used the actual setting labels EG quality or performance also no longer refer to the same render resolution across the three Technologies so choosing the most appropriate matchup needs to be done on a per game basis and this is what you will find in games as well in some titles FSR will perform better than others in a different set of games xcss might outperform the norm ultimately this is what I’ve settled on for the main comparisons with the goal of achieving a similar performance gain from FSR and xss on a radon card as I achieved using dlss on a gForce card typically for FSR this meant the balanced mode occasionally quality while for xcss it usually meant either balanced or performance dlss with the very latest 3.7 revision appears to be a little more efficient than FSR something that wasn’t typically the case previously though this could be down to the game selection used here the xcss DP for a pathway is definitely faster on ad love lace though while it struggles a bit on rdna 3 so GeForce Gamers using xcss will typically aeve results more comparable to dlss in performance moving now into image quality and the first thing to assess is whether FSR 3.1 is actually an improvement over FSI 2.2 luckily I have some old footage of Ratchet and Clank Rift apath that is going to come in handy here for comparisons ratchet is one of the worst examples of FSR 2.2 it has a large amount of issues so it presents a great opportunity to see where AMD has improved looking at the 4K quality mode it’s pretty apparent early on FSR 3.1 is generally an improvement there’s less blockiness less pixelation and better image stability in the newer revision compared to FSR 2.2 even at the highest resolution take these poles on the left side if we pause this in motion example and zoom you’ll immediately see the reduction in artifacts in FSR 3.1 which applies across most of the image in this example you’ll see less shimmering as we walk across the metal surface on the ground in this next example the hexagonal grid pth pattern on the ground is a lot more stable in FSR 3.1 to the point where it’s not as distracting and similar can be said for the background float in this following example while shimmering is not fully eliminated and there’s clearly a sharpness past difference between the footage I captured the amount of shimmering is reduced in the newer FSR version the differences are more pronounced using the FSR performance preset which upscales from 1080p to 4K lower render resolutions were a common pain point for FSI 2.2 with lots of pixel artifacts in motion and heaps of stability issues with FSR 3.1 I would say this has been significantly improved I mean just take a look at the differences in quality with this zoomed and paused image it’s night and day really now this could be through improvements to how FSR is implemented in Rift apart as well not just from FSR 3.1 itself but these sort of artifacts weren’t exactly uncommon across a broad sample of FSI gam was running using the performance mode previously the main downside I’ve noticed to FSR 3.1 so far is increased ghosting relative to FSR 2.2 in situations where there was already ghosting for example here both implementations have some ghost Trails following ratchet but the level of ghosting is more severe in FSR 3.1 especially around clanks foot and ratchet’s dark arms on the detailed red carpet background this is despite AMD claiming FSR 3.1 brings enhanced ghosting reduction let’s now compare FSR 3 .1 to DSS 3.7 and xcss 1.3 in this title using equivalent performing settings it’s clear in this title that DSS is providing the best experience though that’s hardly a surprise as previous investigations also found dlss to be clearly Superior in Rift apart dlss has the cleanest presentation the best fine detail reconstruction and the least artifacts in motion FSR 3.1 has noticeable issues with ghosting in this game even when using the quality mode neither dlss nor xcss using the bounce DP for a path had significant ghosting concerns but with FSR 3.1 it’s obvious at times during gameplay one of the issues we’ve pointed out with FSR previously is how it handles translucent or transparent objects and that’s still the case with version 3.1 dlss is far superior at reconstructing this holographic Circle while xss does a reasonable job FSR is the blurriest and least distinguishable with that said FSR does fair better than CSS at times for Edge Clarity and fine detail especially in this comparison where there’s a large difference in render resolution for example here when looking at the flagged ropes and Architectural elements xcss has visibly Jagged edges whereas FSR and DSs look pretty similar in this area this is also true on the moving platform where xcss has the least stable presentation however in other areas especially for background objects in this scene xss has fewer disclusion artifacts and sizzled edges than FSR with DSS typically in the leading position right at the end of this scene you’ll also spot quite a stark difference in fur quality on ratchet’s head comparing xcss and FSR the latter of which looks very similar to dlss some of this could probably be classed as nitpicking though because there were significant stretches of the game where it was difficult to tell the differences between the three techniques especially in cutcenes with close-up objects and depth of field blur many of the problems with upscaling f details are hidden I do believe FSR 3.1 is closer to dlss than FSR 2.2 but with ghosting being probably the most obvious artifact across all the techniques it’s still not as good next up is Horizon forbidden West and I wanted to start by looking at Water even when not walking around you can’t escape a flowing river which brings up some artifacts in motion dlss quality mode is clearly the best here but there are issues with the performance normalized FSR balanced and xss performance modes with FSR 3.1 we see weird pixelation and garbling effects on the surface of the water while with xss 1.3 we get low resolution surface Reflections likely due to the performance Mode’s very low render resolution when zoomed in you’ll probably see those artifacts more closely in general play though I was quite impressed with the image quality of FSR 3.1 given the foliage dense environments and third person perspective for example it’s hard to spot any quality difference between aloys flowing hair across the various techniques and while DSS is superior if you pause and look closely in actual gameplay this area in motion looks perfectly fine with FSR something you can’t always say about hair in other FSR titles another area that FSR did well in is grass when looking closely at this scene again FSR gets close enough to dlss in motion that you can’t really notice much of a difference and even when pausing dlss is only slightly Superior in contrast xcss performance mode looks absolutely terrible and really struggles with foliage elements presenting with Jagged edges and lots of pixelation this pretty much makes xcss a non-starter in this game as the image quality isn’t good enough and on an AMD GPU it performs notably worse than FSR the main issue with FSR and also an issue with xcss is disclusion artifacts still a pain point for FSR 3.1 relative to dlss when aloy is moving around and the background is filled with dense details pretty common in the world of forbidden West the edges of aloy herself her weapon and also parts of the background suffer there’s low Edge quality sizzling and a loss of detail in these areas which is pretty noticeable in motion and far less problematic with dlss even xcss handles this better than FSR though the performance mode is generally of far lower quality to the point of not being usable FSI just seems to lack the algorithms and models to know for sure what is good information to to retain between frames and what needs to be replaced relative to the other techniques that are AI enhanced with that said this is far from the worst example of disclusion artifacts I’ve seen from FSR and I’d actually say this looks better with FSR 3.1 than previous versions I also spotted ghosting in Horizon with FSR 3.1 though to a lesser extent than with Rift apart so that’s also a bit problematic here with all of that said on an AMD GPU I would definitely choose to use FSR 3.1 over xcss 1 3 at the same level of performance it’s just that FSR 3.1 still isn’t quite at the level of dlss next up ghost of sushima in this static but windy scene there aren’t huge differences between the three techniques helped by good performance from each such that we can use the quality setting for all DSS and xss do the best job of preserving the finest details while FSI is a little grainy at times while the xss presentation is also the softest and has a small amount of foliage Shimmer in the distant trees any of these techniques looks very usable here I was also impressed with how FSI held up in this walking example areas like the fur coat on the character’s back the foliage in the background and other Leaf textures around the environment all look very similar to dlss with xcss especially when looking closely there is again notable foliage Shimmer FSR also suffers from some disclusion artifacting that you don’t get with dlss though this is harder to spot in this scene than the previous Horizon forbidden West example not everything is perfect with FSR 3.1 though as these disocclusion artifacts become more noticeable in tricky scenarios and especially in combat this can be combined with ghosting at times even using FSR quality which again is not visible with dlss or xcss while it’s definitely visible in normal speed it should be plainly obvious here around the sword when slowed down even accounting for differences in the background aside from this though there are no major concerns with FSR shim ing in this example particularly across the dense foliage and trees which is an improvement on previous FSR versions that would typically have issues here next up is Spider-Man Mars Morales and firstly here’s a quick comparison of a transparent object in this game similar to what we saw earlier with Rift apart in both examples the FSR image is a bit garbled compared to dlss and xcss although not to the point where FSR is unusable DSS also has the best fine detail reconstruction for some of the thin tree branches when swinging around the city generally dlss has the best image stability followed by FSR and xcss at a similar level dlss is able to render at a higher render resolution to deliver a similar level of performance and this helps to reconstruct fine detail like branches and also the sides of buildings I wouldn’t say FSR 3.1 looks awful here but it’s a step behind dlss then when viewing the opening cut scene again I think it pretty much plays out in order of render resolution dlss is the cleanest image with the best stability and detail followed by FSR with xss in last place the performance mode here for Intel solution simply doesn’t hold up for the finest details like the fur on the coat and other distinct lines with the high performance requirements on AMD gpus to run the dp4 a path leading to lower quality at the same performance output FSR 3.1 is certainly playable just not to the same level as dlss lastly a few quick looks at Spider-Man mastered which is a pretty similar game to Mars Morales like most of the other games that we’ve looked at FSR 3.1 does have some ghosting issues in this title though DSS does as well just to a lesser extent xss has no visible ghosting that I’ve seen even using the bounced mode here there just seems to be some sort of elements and types of motion that doesn’t play nicely with the tweaks AMD has made to FSR 3.1 also dlss has clearly the best image stability with little to no shimmering in foliage and other textures FSR 3.1 has noticeable problems with some of the tree details in this game as does xss although generally I would give a slight Edge to Intel’s technique similarly there are more flickering and stability issues with ground Textures in the FSR 3.1 image compared to xcss and especially dealss though this isn’t as problematic as previous FSR iterations I’ll round out this video with a couple of additional investigations first is image quality at 1440p previously FS has struggled the lower the final output resolution is with the visual quality at 1440p looking worse than at 4K so is that still the case with FSR 3.1 here is the ghost of sushima wind example except now using 1440p quality upscaling across the board at 4K dlss did look a little better than FSR but not substantially so at 1440p FSR Falls away relative to dlss similar to what we’ve found in previous investigations the techn ology here is a bit more pixelated and has more jaggies than dlss with that said I wouldn’t exactly call the xss image better than FSR while parts of it do appear to have more detail present the image is both very soft and also a bit grainy in some areas looking at the portal sequence in Ratchet and Clank at 1440p again I think FSR doesn’t hold up as well as at 4K relative to dlss with even the xcss bounced mode providing a more stable image particularly when you look closely at background details there’s still noticeable shimmering in the FSR 3.1 presentation while dlss is relatively clean xcss sits somewhere between the two and would be my preferred way to play this title in Spider-Man remastered it’s a similar situation any shimmering artifacts and issues with detail reconstruction are still worsened when using FSR at 1440p in this particular example we’re still seeing ghosting and xcss delivers less shimmering despite rendering at a lower resolution before upscaling xcss isn’t perfect though DSS still delivers clearly Superior image quality but it holds up reasonably well I also wanted to explore a couple of scenarios where all image ups scalers were set to the same named quality mode representing a hypothetical situation where all upscales at the same mode deliver the same performance to be clear this is not the case but would show where things lay if AMD and Intel could improve the performance of their techniques without impacting visuals let’s return to the Spider-Man example to see about ghosting what I found comparing now at the 4K quality mode for all is that using a smaller upscale Factor doesn’t seem to impact the level of ghosting in FSR all that much it’s still there using higher quality settings as is some of the foliage shimmering so even if I compared FSI to dlss using the same mode previously I’d come to a very similar conclusion very similar results comparing all using their performance modes ghosting is still quite problematic in the FSR image and now shimmering has regressed to the point where AMD solution is clearly the worst even xcss using the performance mode which actually renders at an even lower resolution has less shimmering DSS is usable to a degree in this configuration even though there is a detail loss in motion Rose I wouldn’t really say the same for FSR 3.1 though again it is improved compared to what we’ve seen from FSR previously here’s the water example from Horizon forbidden West but now run using the quality modes for all configurations while this does improve the quality of the FSR and xcss presentations notably it doesn’t resolve some of the FSR surface artifacts on the water which is still there even using the highest quality mode at 4K xcss is notably improved though with a much higher resolution appearance to the water and is now able to deliver Superior results to FSR if only it ran at the same level I’ll also show moving around in Horizon which is a much better showing for xcss in particular when everything is set to the Quality mode FSR 3.1 also holds up nicely here when the quality is bumped from bounced to Quality however there are still visible disclusion artifacts with FSR that you don’t get with dlss with lesser artifacts seen in the xcss image xcss also struggles badly with some detail reconstruction and shimmering for distant objects I think FSR 3.1 is very usable in this title but DSS is the better upscaler without a doubt lastly here’s a compar in Ratchet and Clank with everything using the performance mode not much new to say here DSS is still the king of upscaling from lower render resolutions while FSR struggles relative to what we see using the quality mode FSR 3.1 isn’t a disaster for Shimmering or blockiness in this configuration it’s a huge step up from the previous versions for sure but it’s still behind dlss and not at the level it needs to be to get a recommendation with all of that testing and comparisons now complete we can begin to answer some of the burning questions about FSR 3.1 and how it performs firstly is FSR 3.1 a genuine improvement over FSR 2.2 based on what I’ve seen across some limited comparisons and also looking back across previous FSR footage I’d say that it is some of the most problematic artifacts primarily shimmering sizzling detail in motion are improved in this latest version and are now less noticeable FSR 3.1 doesn’t completely eliminate the stability concerns with brought up with FSR over the years but it does make them less noticeable which in some games is enough to make FSR extremely usable low render resolution upscaling like using the performance mode has also received substantial improvements games like Ratchet and Clank which looked terrible using the FSR performance mode previously are now noticeably improved though you can still tell you’re using the performance mode rather than the quality mode lower output resolutions like 1440p seem better but also still deliver mixed results unfortunately there is a trade-off here and that’s ghosting across the five games I looked at all five had issues with ghosting in some fast motion scenarios particularly against detailed backgrounds these five games did use three separate game engines and come from three different developers although one company nyx’s was responsible for their ports it’s possible this is an issue with nyx’s implementation of FSR 3.1 but comparing the same title with FSR f i 2.2 and FSI 3.1 showed FSI 3.1 to have worse ghosting which was unexpected given AMD claimed to have enhanced FSR ghosting reduction as things stand with the available evidence this appears to be a regression in the technology and is perhaps how they’ve achieved greater stability AMD might simply be using more temporal samples which puts the image at greater risk of ghosting a few more game examples from different developers will confirm whether that’s a broad issue with FSR 3.1 the second question is what upscaler should AMD GPU owners use is it FSR 3.1 or xss 1.3 this is a difficult question to answer because it varies depending on the game xss typically performs worse than FSR on AMD gpus at the same quality pret and worse than xcss on Nvidia gpus which means that in some titles you have to use quite low quality modes to achieve a similar level of performance to FSR in games like Horizon forbidden West that makes it hard to justify by using xcss when the quality at performance normalized settings is notably worse in other games it can depend on what artifacts you want to put up with in Ghost of sushima FSI has better image stability and sharpness at times but more ghosting and disclusion artifacts in Ratchet and Clank using xcss eliminates ghosting and can produce better stability but comes at the cost of some jaggies and low resolution artifacts in the Spider-Man games xss also eliminates ghosting and can improve foliage reconstruction at the cost of some detail with ghosting being an especially noticeable artifact at least to my eyes I would say there are still games where I would prefer to play using xcss than FSR 3.1 and judging by some brief examples this gets trer at lower output resolutions like 1440p so it’s an improvement on previous versions of FSR but not necessarily a win compared to xss the final question is where is everything placed in the competitive landscape DSS versus FSR versus xss using the very latest versions well across these five games dlss is pretty much universally better with version 3.7 continuing to improve upon the technology compared to earlier versions of dlss there’s simply few artifacts now and Nvidia continues to evolve the technology as their competitors attempt to catch up this means that GeForce owners are still getting access to the best upscaling solution that produces the best image quality not much has changed there FSR 3.1 is still noticeably behind dlss and I didn’t really expect a single update to completely close the gap but I do believe the Gap has been closed somewhat with the improved image quality we’re seeing in some games previously there have been situations where FSI just isn’t that usable especially when using quality levels below the 4K quality preset with FSR 3.1 you’re less likely to run into configurations which just deliver dis disgusting image quality filled with shimmering but without a doubt there is still issues around lower render resolutions and now ghosting where I think the ecosystem has improved as a whole especially for those with non- GeForce gpus is the tag team effort of FSR and xcss while I wouldn’t always recommend FSR and I don’t think it’s usable in every configuration there are scenarios where xcss dp4 a is usable and easy to recommend again not at the level of D LSS but usable enough for an enjoyable gaming experience in all five of the games tested today if you run the best option out of xss or FSR on a radon GPU you’re getting a pretty good experience that certainly wasn’t the case a couple of years ago before major improvements to xcss and now some changes to FSR as well on top of that I think there are more reasons than ever for game developers to integrate all three Technologies dlss is King for GeForce owners and the best overall quality xcss provides decent upscaling quality for those who don’t have a GeForce RTX GPU and FSR 3 provides decoupled frame generation for those without a GeForce 40 series GPU plus the upscaler might work okay it is better than xcss in some games all major AAA titles should be integrating all three Technologies while the upscaling ecosystem has improved over time and FSR 3.1 is a step in the right direction AMD should absolutely not be resting or taking this as a final Victory amd’s upscaler is still inferior to dlss and needs work to be a truly competitive option plus it seems to have added new issues along the way if AMD really wants to convince prospective GPU buyers that radon cards are worth just as much as GeForce cards and with the pricing of their gpus they seem to be continually thinking that that’s the case their upscaler needs to be just as good as dlss we’re still waiting for that to happen it hasn’t happened with FSR 3.1 and until it does we won’t be able to recommend radon without a discount and that does it for this detailed analysis of FSR 3.1 really appreciated the nice test platform that we got for this comparison with five games all integrating the latest versions of FSR dlss and xss that makes it the best way to test these Technologies it’s officially integrated into games by the developer so yeah that was a really nice feature to sort of have for this comparison and gives you the best examples of the Technologies in their Prime hopefully we will be able to see some examples of FSR 3.1 integrated into games from other developers all five titles did have input from nixus in this scenario so ideally we’d want a few more developer inputs into various different games just to see how things go in other titles but we will see that in uh I guess some upcoming games that are scheduled to use FSI 3.1 throughout the rest of the year so yeah we’ll stay tuned for that if you do want to support hard run box and the testing that we do here then please do consider supporting us on patreon or float plane links to those are in the description below you get access to some pretty cool benefits like our Discord Community our monthly live streams BTS content plenty of good stuff so thanks for watching and I’ll catch you in the next one [Music] [Music]

This Post Has 43 Comments

  1. @Gnou_

    Am I the only one that, in normal mode I see absolutly no ghosting ?

  2. @newfaith912

    I rly dont get it why AMD thinks they can achieve RT and DLSS with raster cores. FFS just make dedicated cores for those and be done with it.

  3. @markhackett2302

    At around 17:45 Ghost of Tshusima walking animation, see the jumping around the DLSS version of his head, especially noticeable in the feather, it does, compared to the far more flowing look from both FSR and XeSS. This is the problem of making the "baseline" 'wot DLSS duz' instead of "no upscaling". He's peering intently at both XeSS and FSR to determine WHAT FLAWS CAN I SEE, and thereby ignoring DLSS here.
    It's not a widespread problem for DLSS use, but that is Tims problem with his focus on how DLSS HAS TO BE best.

  4. @AnimeUniverseDE

    You should switch back to Quality vs Quality comparsions, with the same input resolutions for each technique. While the performance differences are interesting they shouldn't take center stage. If you use any of the upscalers you want more performance for similar image quality to native and all deliver on that front.

  5. @Ariane-Bouchard

    I wish you'd zoom more for these videos. I usually watch on my phone and it usually takes pausing and manual zooming to properly see what you describe as a night and day difference.

  6. Performance normalised setting is bs use the same internal resolution please

  7. @Ariane-Bouchard

    Wouldn't it be neat if someone built a tool that could adjust each upscaling technology's native resolution with a custom number so that the performance with each is nearly identical? That'd allow you to test with only one variable to consider.

  8. @karlos1060

    To me AMD is the brand that improves something but at the same time also something gets worse. So it always is with a lot of trade off's. Nvidia is superior in upscaling and drivers as well!
    The shimmering in Spider-man on the leafs of trees is just horrible were Nvidia is like picture clear.

    What baffels me more is that Intel is already so close to AMD in upscaling on their first GPU, while AMD is making them for about 20 years and inherited ATI prior to that with the knowledge.
    This is the reason for me NEVER to buy AMD again! I tried the 5700XT, 6800XT and 7900XT and all GPU's had mostly driver issues and quality issues wich drove me nuts!

    That's why no more AMD for me. In the about 4 years i used them there was never a moment that i felt it was how it should be.
    And i know AMD fanboys will shout out it's not like that but they are simply delusional. If you can't see the big differences in quality and driver stability you must be Stevie Wonder…

    Back at Nvidia now with my 4080 super, and it;s so muc better then the Asus tuf gaming RX7900XT that i had! My Asus tuf gaming 4080 super just works! Never any driver issue anymore and steble like hell! That's how it should be. So all the AMD propaganda why you should buy it and it's more value for the buck is the biggest BS and lie on the internet!

    My 4080 super costed me 250€ more then my 7900XT and it was worth every €!

  9. @Zenith_ZONE

    Can you guys do a video on Lossless Scaling? It's on Steam which works really well for frame generation. It isn't ideal for every game (Not recommended for multiplayer PVP) but I use it a lot when watching videos and it makes Minecraft RTX playable for me

  10. @felix-td1bo

    Incredible how FSR performs, specially because it doesn't use any type of AI

  11. @JustMe-jj6lm

    How can i like this video?
    Where is the mention of AMD Ryzen 7 5800X3D?

  12. @Arokhantos

    @Hardwareunboxed did you not realize the shader flashing issue around 26:20 ? for 1 frame ? a bit further in the game least on 7900 XTX you should see even shader flickering issues when weather effects break, this issue used to exist on ratchet & clank rift apart which got fixed after my bug reports to AMD

  13. @eldardb

    I think that people who will most use these upscailers are the ones on a budget who will have a relatively weak GPU (in my case a GTX 970) and a lower resolution monitor (1080p) and to play msfs at a enjoyable detail and frame rate I have to use FSR which looks way worse then native even on quality.

  14. @Zeus81

    I'm sorry but even without upscaling different GPUs will react differently to different resolutions.
    If dlss Q brings more fps that's more likely because the 4070 is more bottlenecked at 4K than the 7800xt.
    This methodology is bs.

  15. @A-Ghorab

    now AMD work on FSR AI, it seems that this is the next step for them. FSR 3 is the best for older/current GPU's but for the current GPU they have AI that can be used, so maybe with FSR 4 ( I hope), or at least say that to get the best performance using AI cores for 7000 series on FSR 4 or something like that.

    Thanks for the review

  16. @SolarMechanic

    OLD footage goes on the LEFT.
    NEW footage goes on the RIGHT.

    How do comparison channels consistently get this wrong!?

  17. @siaakik2

    amd fonbois and fangirls getting angry and running wild here

  18. @theguycanfly98

    I know you're the monitor man so I bet you're extra keen on picking up the differences in these technologies especially when you're on a high-end monitor up close and personal. I would love to see both of you guys do this test again in a living room setup on a 4ktv 55inch or so and just compare the differences and opinions when you're playing from the couch. Nothing would actually change other than the viewing perspective because your current results are non-biased just facts. Still, I bet the differences even out when gaming from the couch, rather than viewed under a microscope. Great video as always guys. I always appreciate the content.

  19. @Schniebel89

    I recently noticed a lot of ghosting when using DLSS Quality. Especially in Cities Skylines 2 and Tarkov.

  20. @Odder-Being

    No surprises here. Nvidia has got one of the biggest ai centers at there finger tips and we are still wondering who got the best up-scaler? Cmon.

  21. @goose5462

    Easy solution, buy a video card to match your monitor specs and never upscale.
    Been doing this for 20+ years and will never use upscaling.

  22. @phillip008

    Please use Lossless Scaling LS1 as I find it better than these methods

  23. @Gamba16374

    1:36 why do we gamer need todo it by ourselves? why cant all the developers do that for us when its so easy or do it just with an even better integration?

  24. @dragam9534

    This just seems to push a certain agenda when you compare dlss quality with fsr balanced and xess performance, and call dlss the clear winner, like in HFW…

  25. @TheZudah

    In case you missed it he used fsr in performance and dlss in quality mode so of course dlss looked better.

  26. @zazyman

    I've bene having issues with DLSS in Hellblade 2, especially with shadows on Senua's face and lights reflecting off water causing a sparkling effect, has anyone else seen this?

  27. @Gamerloaders

    No matter how hard techtubers try to make AMD look like a winner, it just isn't, Nvidia don't even consider anyone worthy of competition, so they've shifted focus on AI deep machine learning and data banks. At this pace, XeSS is better than FSR and DLSS is the best, better stability and fidelity.

  28. @gouravsamal2982

    The detail doesn't matter. We are forgetting what gaming is all about

  29. @eniff2925

    Ratchet and clank similar performing settings is XeSS on balanced? How is that similar? It should be Quality at least. For FSR it should be balanced.

  30. @sgredsch

    how is xess ultra quality? if its really close to native 4k, id take that over worse upscaling for slightly more performance

Leave a Reply