Hearing some "FSR works a lot like MLAA" & while that may be a useful comparison, FSR is also asking that you definitely should not replace your MLAA pass (unlike DLSS, which works on aliased lower res images & only needs a denoising/AA pass on that lower res image if you have very noisy ray tracing etc). If you don't like TAA ghosting issues, FSR isn't automatically going to save you because you still need to run some AA on your internal image.

This also feels like a major disconnect between the "why we need this now" sale pitches & the actual "how you should best use our techniques" documentation.
If "because ray tracing is expensive" is the sales pitch then "please add noisy stuff after the upscale as we can't cope" shouldn't be in your documentation (& on some level, DLSS & FSR both say things to this effect - DLSS notes if you ray trace before upscale you must first denoise it properly to make upscale work well).

The Riftbreaker beta notes make this "it's not AA & you're not necessarily avoiding the work that would lead to a near-free DLSS implementation" clear:
"-support brand new AMD FidelityFX Super Resolution technique[...] We are very happy with the results, and adding this technique is highly beneficial to players with less powerful PCs. Oh - it works on all GPUs."
"-We have added a temporal anti-aliasing technique to the game. It looks infinitely better than FXAA. This setting is always enabled."

40%+ (by hwsurvey numbers) of Steam's 120m active users are currently using nVidia 10 Series cards. That is a huge audience that nVidia need to sell new RTX upgrades to in the coming years to make RTX-only features make sense on PC (the same way GameWorks features used to be an acceptable target for most of your PC audience). I get not jumping on DLSS while RTX cards aren't smashing down the top of the hwsurvey, but if you're implementing TAA then you're very close to hooking up the DLSS dlls.

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