FSR 3.1 | Image Quality and Performance Comparison | FSR 3.1 vs FSR 2.2 | With DLSS 3.7 and XeSS 1.3

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
Last week, several recent Sony titles on PC, specifically those ported by Nixxes. have been updated with the latest iteration of AMD's FSR upscaling and frame generation, FSR 3.1. and with this new version, AMD promises several quality improvements. including better temporal stability with cleaner image and better detail preservation. additionally, AMD has finally decoupled FSR upscaling and Frame Generation. allowing FSR 3 Frame Generation to accept inputs from other image reconstruction techniques. making it compatible with DLSS,XeSS and any other Anti Aliasing/upscaling method. So in this video we will examine the uplscaling part of FSR 3.1 across 3 games. Ghost Of Tsushima, Ratched and Clank Rift Apart and Horizon Forbidden West. to see how much of an upgrade this new version is compared to the previous one FSR 2.2 and how it stacks up against DLSS 3.7 and XeSS 1.3. So let's get started with Horizon Forbidden West and I'll be using the balance mode at 1440p to compare FSR 2.2 and 3.1 across all three games. and here in this first scene if we take a look at these palm trees we can see that FSR 3.1 looks a lot cleaner with less visible shimmering and aliasing. additionally the disocclusion issue along with the fizzling and the pixilation around Aloy when moving in front of other objects has been significantly reduced. This is a welcome improvement as this issue has plagued nearly every implementation of FSR in almost all games. however, there are some drawbacks, the first one which I'm sure you've already noticed is how soft and blurry FSR 3.1 looks compared to FSR 2.2. additionally this new version has significantly worse ghosting and smearing artifacts on small objects and particles. and even on some larger objects and moving characters as you can see here. Now in terms of performance, when I was comparing FSR 3.1 and 2.2 I noticed that the new version runs worse compared to the previous one. and to determine if this performance difference was due to FSR and not something else. I repeated the test using DLSS. and the results were similar which means that this newest patch it self is the one to blame. and after some investigations, I discovered the reason behind this. Now I'll digress a bit here, so stay with me. it seems like the visual impact of the Shadow Setting has been changed with this new patch. if you recall, Shadow Quality controlled Hero Lighting. which is an invisible light source casting on Aloy to highlight the character. Previously, dropping the Shadow Quality setting to Medium would disable this lighting. However, with this new patch, Hero Lighting remains visible even when Shadow Quality is set to Medium or Low. and because I was testing both FSR versions using Medium Shadows. I experienced lower performance with the new patch. and now if we compare FSR 2.2 and 3.1 using High Shadows instead of Medium we get similar performance between the two versions. this means that FSR 3.1 does not cause any performance degradation or improvement in this game compared to FSR 2.2. Let's move on to Ghost Of Tsushima and all the improvements that we observed in Horizon Forbidden West are present here. with FSR 3.1 showing less flickering and aliasing as well as a major reduction in dissoclusion and pixelation when objects are moving in front of each other. which overall leads to a much cleaner image even in motion as you can see here. but in this next scene, we can notice that the softness of FSR 3.1 is more pronounced in this game. and this is visible here in these trees, where we can see less fine details with FSR 3.1 compared to 2.2. also the falling leaves show more ghosting and trailing with FSR 3.1. but I found the ghosting in this game less noticeable compared to Horizon Forbidden West. In terms of performance and similar to what we saw in Horizon, there is no difference between FSR 3.1 and 2.2. Lastly we have Ratchet And Clank Rift Apart which has by far the worst implementation of FSR 3.1. here at this scene, we can see that FSR 3.1 does a good job at cleaning up some parts of the image like these moving distant buildings. but here Ratchet and the confetti on the ground appear much noisier with FSR 3.1 Additionally, while the disocclusion issue and pixelation around moving objects are reduced. the improvement is not as significant as in Ghost of Tsushima or Horizon Forbidden West. and at this scene we can see that The amount of excessive ghosting and smearing is almost identical between FSR 2.2 and 3.1. and similar to the previous two games FSR 3.1 has not noticeable impact on the performance. Let's now quickly compare FSR 3.1, DLSS 3.7 and XeSS DP4a 1.3 using Quality mode with Ultra Quality Mode for XeSS at 1440p. here in Horizon Forbidden West if we focus on these palm trees we can see that FSR almost looks as clean as DLSS while XeSS has more shimmering. however, if we focus on Aloy we can see that both DLSS and XeSS exhibit less Ghosting and no pixelation unlike FSR 3.1. Next in Ghost Of Tsushima. we can see that DLSS looks cleaner and has less shimmering compared to FSR 3.1 and XeSS however, both DLSS and XeSS appear softer compared to FSR 3.1. and in Ratchet And Clank we can see the same thing with DLSS and XeSS looking slightly softer compared to FSR 3.1 but in terms of temporal stability they are way ahead in this game. So overall, I have a mixed feelings about FSR 3.1. On one hand the improvements brought by this new version are very welcome. particularly the enhanced temporal stability and the reduced pixelation and fizzling around moving objects. but these improvements seem to have come at cost with more ghosting and an overall softer image which is surprising given AMD's claim of enhanced ghosting reduction with FSR 3.1. and if I had to guess, I think one of the methods AMD has used to improve the temporal stability of FSR is by utilizing more temporal samples and increasing the amount of accumulated frames for FSR's Anti Aliasing. which might explain some of the side effects like the ghosting and the blurriness of FSR 3.1. but overall, it's nice to see that FSR upscaling is improving, because unlike DLSS FSR is a hand-tuned algorithm that doesn't rely on any proprietary hardware and runs on almost all GPUs. and I hope AMD continues to refine this technology to bring better image quality to older and non-RTX GPUs. And with that we arrive at the end of this video Thank you so much for watching and for your time. if you enjoyed the video leave a like, and if not leave a dislike. don't forget to subscribe and hit the notification bell for future videos. and hopefully, I'll see you all in the next one.
Info
Channel: BenchmarKing
Views: 11,601
Rating: undefined out of 5
Keywords: amd, amd fsr vs dlss, amd fsr vs xess, amd upscaling technology, amd's fsr, dlss, dlss comparison, dlss performance review, fsr, fsr gaming enhancements, fsr quality comparison, fsr upscaling, frame generation, frame generation in gaming, gaming performance with fsr, next-gen gaming upscaling, xess, xess performance analysis, xess technology, amd vs nvidia upscaling, fsr 3.1, fsr 2.2, fsr 3 frame gen
Id: CVtuLsiNu5Q
Channel Id: undefined
Length: 8min 14sec (494 seconds)
Published: Mon Jul 08 2024
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.