F5F Stay Refreshed Software PC Gaming Have you explored FSR already?

Have you explored FSR already?

Have you explored FSR already?

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S3R4PHIM
Member
128
04-24-2018, 09:06 PM
#1
TL;DR - I tested it in the Rifbreaker demo on Steam and DOTA 2 (with FSR now supported). I wanted to share my impressions and ask for yours too. For specs, my rig runs an i5 9600K, RTX 2060 Super, and a 1440p 170Hz screen. In Riftbreaker, I was really impressed by the performance boosts—especially with RT enabled. I saw 50-70fps at 1440p, jumping to 65-90fps with Ultra Quality. When I switched off RT, I got 110-125fps with FSR on, which felt better than RT alone. Disabling RT gave me 150-170fps with FSR Ultra Quality, matching my monitor’s refresh rate. Quality mode was decent but fuzzy, and Performance mode was terrible. I found FSR Ultra Quality helped reach my display’s full resolution, though it made things blurry. Using RT was pointless for me; it just added shadows and ambient effects without much gain. Overall, I’m excited about FSR’s potential, especially for lower-end systems. It could really help players get closer to their hardware limits without sacrificing too much speed.
S
S3R4PHIM
04-24-2018, 09:06 PM #1

TL;DR - I tested it in the Rifbreaker demo on Steam and DOTA 2 (with FSR now supported). I wanted to share my impressions and ask for yours too. For specs, my rig runs an i5 9600K, RTX 2060 Super, and a 1440p 170Hz screen. In Riftbreaker, I was really impressed by the performance boosts—especially with RT enabled. I saw 50-70fps at 1440p, jumping to 65-90fps with Ultra Quality. When I switched off RT, I got 110-125fps with FSR on, which felt better than RT alone. Disabling RT gave me 150-170fps with FSR Ultra Quality, matching my monitor’s refresh rate. Quality mode was decent but fuzzy, and Performance mode was terrible. I found FSR Ultra Quality helped reach my display’s full resolution, though it made things blurry. Using RT was pointless for me; it just added shadows and ambient effects without much gain. Overall, I’m excited about FSR’s potential, especially for lower-end systems. It could really help players get closer to their hardware limits without sacrificing too much speed.

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GhostOfDay
Member
91
04-24-2018, 09:06 PM
#2
I focus on restoring digital videos without relying on averaging pixels or standard filters like median and unsharp masking. A major shift in how shapes are extracted from limited data would be valuable. FSR has been my go-to video filter for years, but I feel it’s time to move beyond it. It’s rewarding to share this classic technique with others who might discover its simplicity.
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GhostOfDay
04-24-2018, 09:06 PM #2

I focus on restoring digital videos without relying on averaging pixels or standard filters like median and unsharp masking. A major shift in how shapes are extracted from limited data would be valuable. FSR has been my go-to video filter for years, but I feel it’s time to move beyond it. It’s rewarding to share this classic technique with others who might discover its simplicity.

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pocio77
Posting Freak
783
04-24-2018, 09:06 PM
#3
This works with DLSS by enhancing performance; you can turn on both for added benefits like higher frame rates.
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pocio77
04-24-2018, 09:06 PM #3

This works with DLSS by enhancing performance; you can turn on both for added benefits like higher frame rates.

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Falmo
Junior Member
33
04-24-2018, 09:06 PM
#4
Right now there are no games that support both technologies together. I was just evaluating how each feels when played across different titles. In theory, you might apply FSR after DLSS in the pipeline. Since FSR is essentially a filtering method, it could work similarly with DLSS's output. You could leverage DLSS to upscale from 720p to the higher resolution that FSR Ultra Quality uses for 1440p, then display it at 1440p. But because both DLSS and FSR introduce performance costs, the frame rate improvement might not be as strong. At lower resolutions, neither performs exceptionally well, though higher resolutions like 4k or 8k could make this combination more feasible. We'll have to check if upcoming games that include both features can actually support it. It's possible they'd treat them separately, similar to how CAS is disabled in Riftbreaker when FSR is enabled. Still, since FSR is an open standard, DOTA 2 could have implemented it with a slider instead of fixed settings, so a developer shouldn't face any major barriers to adding it this way.
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Falmo
04-24-2018, 09:06 PM #4

Right now there are no games that support both technologies together. I was just evaluating how each feels when played across different titles. In theory, you might apply FSR after DLSS in the pipeline. Since FSR is essentially a filtering method, it could work similarly with DLSS's output. You could leverage DLSS to upscale from 720p to the higher resolution that FSR Ultra Quality uses for 1440p, then display it at 1440p. But because both DLSS and FSR introduce performance costs, the frame rate improvement might not be as strong. At lower resolutions, neither performs exceptionally well, though higher resolutions like 4k or 8k could make this combination more feasible. We'll have to check if upcoming games that include both features can actually support it. It's possible they'd treat them separately, similar to how CAS is disabled in Riftbreaker when FSR is enabled. Still, since FSR is an open standard, DOTA 2 could have implemented it with a slider instead of fixed settings, so a developer shouldn't face any major barriers to adding it this way.

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SrBuug
Member
148
04-24-2018, 09:06 PM
#5
I'll hold off until it arrives in Cyberpunk. This moment could turn the game into something groundbreaking if it pushes DLSS 2.0 to its limits in the toughest modern titles, yet it's available on every system for the last five years.
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SrBuug
04-24-2018, 09:06 PM #5

I'll hold off until it arrives in Cyberpunk. This moment could turn the game into something groundbreaking if it pushes DLSS 2.0 to its limits in the toughest modern titles, yet it's available on every system for the last five years.

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DarkAngelPT
Junior Member
3
04-24-2018, 09:06 PM
#6
I played Godfall on Quality Preset with my GTX 1080 at 4K resolution. The upscaled visuals met my expectations, allowing games to run smoothly at 40fps to 60fps on a 4K display. I avoided native 4K vs 4K FSR because I anticipated some quality loss, but the results were still impressive in 4K. My main priority was maintaining a stable frame rate for my older GPU; minor quality reduction was acceptable as long as it didn’t require future hardware upgrades. The FSR performed well even on GTX 970/980 cards, according to others. I didn’t upgrade my setup (3900X with 16GB RAM and RX6900 XT) since I play on a 3840x1080 monitor at 144Hz, achieving around 100fps in Epic mode without RT. Interestingly, the experience was smooth on my GTX 1080, but I encountered freezing on my VEGA64 rig.
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DarkAngelPT
04-24-2018, 09:06 PM #6

I played Godfall on Quality Preset with my GTX 1080 at 4K resolution. The upscaled visuals met my expectations, allowing games to run smoothly at 40fps to 60fps on a 4K display. I avoided native 4K vs 4K FSR because I anticipated some quality loss, but the results were still impressive in 4K. My main priority was maintaining a stable frame rate for my older GPU; minor quality reduction was acceptable as long as it didn’t require future hardware upgrades. The FSR performed well even on GTX 970/980 cards, according to others. I didn’t upgrade my setup (3900X with 16GB RAM and RX6900 XT) since I play on a 3840x1080 monitor at 144Hz, achieving around 100fps in Epic mode without RT. Interestingly, the experience was smooth on my GTX 1080, but I encountered freezing on my VEGA64 rig.