FSR is AMD’s alternative to NVIDIA’s DLSS. The difference? AMD’s solution does not need dedicated hardware unlike NVIDIA. FSR basically renders frames at a lower resolution, then uses an open-source upscaling algorithm to make the image look as if it was rendered at native resolution.
FSR 2.0 Improvements
Over at GPUOpen, a press release came up citing the launch of AMD’s FSR 2.1 which reportedly brings in massive improvements as compared to the last iteration. For starters, lets begin with a 1:1 picture comparison in Farming Simulator 2022 (All Credits go to GPUOpen).
As you can see, most of the ghosting trails are now fixed. In addition, the logo appears much more clear as compared to FSR 2.0. Furthermore, the colouring is slightly changed, although that may vary from person to person. The grass appears much more lively with an enhanced green texture.
(The images are subject to possible downscaling since a screenshot was taken. For accurate representation at the 4K resolution, visit GPUOpen)
In order to compete with DLSS 2.3, AMD had to include various adjustments to their software. Initially, the application-side has not been tweaked as much so developers can easily implement FSR 2.1 in their games.
Developers should give special attention to the ‘Reactive Mask‘ in order to achieve the best upscaling results. The sample now includes updated examples of animated textures, spark particles and smoke to show the differences between FSR 2.1 and FSR 2.0.
|Motion vector divergence used to diminish locked pixels||This should alleviate ghosting issues on geometry with motion vectors not matching underlying pixel colors.|
|Disocclusion logic is now able to detect disocclusions in areas with only small depth separation between objects.||This should alleviate ghosting issues and improve upscaling quality on some disocclusion cases.|
|Improved upscaled output quality by turning some half-precision computations to full precision.||This should improve overall color range and temporal stability of the upscaled image produced.|
|Reactive Mask updates:|
· Dilation now based on input colors to avoid expanding of reactiveness into non-relevant areas of the upscaled output.
· The full data range [0.0, 1.0] is now used.
|This should alleviate ghosting issues on transparent geometry such as particles.|
|Composition and Transparency Mask updates:|
· Dilation now based on input colors to avoid expanding of lock diminishing into non-relevant areas of the upscaled output.
|This should alleviate ghosting issues on geometry with motion vectors not matching underlying pixel colors.|
Github Release : FidelityFX FSR2 v2.1.0