F5F Stay Refreshed Software PC Gaming Only AA available on FSR 2

Only AA available on FSR 2

Only AA available on FSR 2

Pages (2): 1 2 Next
M
MattBruehl
Junior Member
14
07-03-2018, 05:28 AM
#1
New day brings fresh drama in Genshin Impact. Some players are frustrated because the sole AA choice in the PC client is now limited to FSR 2.0. Back when it was default, SMAA and TAA might have been available, but I don’t remember them clearly. An official update mentions they plan to bring back SMAA later. With a major patch arriving, my attention has shifted there, and I haven’t noticed any noticeable changes yet. My setup uses a 2070 display, offering ample performance for the game, especially with an older 768p TV in use. Reports suggest FSR 2.0 doesn’t rely on it for upscaling; instead, the game supports a render scale setting that adjusts between native and scaled values. As for AA-only options, DLSS and DLAA are closely related, with DLAA being the dedicated AA mode. I’m curious if FSR 2.0 offers something similar. Were there notable updates to this feature in FSR 2.1?
M
MattBruehl
07-03-2018, 05:28 AM #1

New day brings fresh drama in Genshin Impact. Some players are frustrated because the sole AA choice in the PC client is now limited to FSR 2.0. Back when it was default, SMAA and TAA might have been available, but I don’t remember them clearly. An official update mentions they plan to bring back SMAA later. With a major patch arriving, my attention has shifted there, and I haven’t noticed any noticeable changes yet. My setup uses a 2070 display, offering ample performance for the game, especially with an older 768p TV in use. Reports suggest FSR 2.0 doesn’t rely on it for upscaling; instead, the game supports a render scale setting that adjusts between native and scaled values. As for AA-only options, DLSS and DLAA are closely related, with DLAA being the dedicated AA mode. I’m curious if FSR 2.0 offers something similar. Were there notable updates to this feature in FSR 2.1?

G
gamingninja18
Junior Member
22
07-03-2018, 05:28 AM
#2
No, since AMD already includes it.
G
gamingninja18
07-03-2018, 05:28 AM #2

No, since AMD already includes it.

G
Gaspoda
Member
246
07-03-2018, 05:28 AM
#3
The response clarifies whether FSR 2 offers an AA-only setting outside of upscaling, noting it relates to a similar technique as TAA.
G
Gaspoda
07-03-2018, 05:28 AM #3

The response clarifies whether FSR 2 offers an AA-only setting outside of upscaling, noting it relates to a similar technique as TAA.

P
Pixelgeddon
Member
84
07-03-2018, 05:28 AM
#4
FSR isn't designed to reduce aliasing; it's an upscaling method that behaves like TAA. This means jaggies are eliminated at the same time, but with increased prediction which can lead to more artifacts. It performs well at lower resolutions, allowing for higher FPS. The developers made a mistake there.
P
Pixelgeddon
07-03-2018, 05:28 AM #4

FSR isn't designed to reduce aliasing; it's an upscaling method that behaves like TAA. This means jaggies are eliminated at the same time, but with increased prediction which can lead to more artifacts. It performs well at lower resolutions, allowing for higher FPS. The developers made a mistake there.

A
awesome12526
Junior Member
8
07-03-2018, 05:28 AM
#5
It's about creating a visually engaging side-by-side color transition. To illustrate, use a graphics tool with dithering capabilities—draw three nested blocks in Red, Yellow, and Blue order. Adjust your display resolution to its lowest DPI and observe the result. You'll notice the colors blend oddly, yet it feels natural. Now restart the program and enable dithering again for a similar effect.
A
awesome12526
07-03-2018, 05:28 AM #5

It's about creating a visually engaging side-by-side color transition. To illustrate, use a graphics tool with dithering capabilities—draw three nested blocks in Red, Yellow, and Blue order. Adjust your display resolution to its lowest DPI and observe the result. You'll notice the colors blend oddly, yet it feels natural. Now restart the program and enable dithering again for a similar effect.

B
BobFortier
Member
182
07-03-2018, 05:28 AM
#6
They were considering alternatives similar to DLAA versus DLSS without the scaling part, aiming for a result akin to TAA. It seems the developers might have opted for FSR 2 instead of keeping their own TAA implementation. If FSR 2 requires additional features, it’s possible they could run DLAA alongside it.
B
BobFortier
07-03-2018, 05:28 AM #6

They were considering alternatives similar to DLAA versus DLSS without the scaling part, aiming for a result akin to TAA. It seems the developers might have opted for FSR 2 instead of keeping their own TAA implementation. If FSR 2 requires additional features, it’s possible they could run DLAA alongside it.

_
_TigerSempai_
Junior Member
17
07-03-2018, 05:28 AM
#7
It functions as upscaling in Genshin Impact. I own a 3070 laptop with a 2K display, and typically run the game at its original 1440P resolution with SMAA. After learning that only FSR2 remains available, I experimented by scaling it down to half of the native size while using FSR2 to bring it back up to 1440P. The outcome surprised me because the visual quality closely matched what you'd expect at a native 1.3 scale with FSR for anti-aliasing. Despite some artifacts when moving around, the clarity of edges remains acceptable given the reduced resolution. Lowering the resolution significantly improved performance, cutting GPU load and power consumption by more than half compared to the original 1.3 scale FSR settings.
_
_TigerSempai_
07-03-2018, 05:28 AM #7

It functions as upscaling in Genshin Impact. I own a 3070 laptop with a 2K display, and typically run the game at its original 1440P resolution with SMAA. After learning that only FSR2 remains available, I experimented by scaling it down to half of the native size while using FSR2 to bring it back up to 1440P. The outcome surprised me because the visual quality closely matched what you'd expect at a native 1.3 scale with FSR for anti-aliasing. Despite some artifacts when moving around, the clarity of edges remains acceptable given the reduced resolution. Lowering the resolution significantly improved performance, cutting GPU load and power consumption by more than half compared to the original 1.3 scale FSR settings.

D
DYLANOVANDIJK
Junior Member
42
07-03-2018, 05:28 AM
#8
Sorry, I'm confused about your test requirements. With the update I can't revert to check previous configurations. I typically use a solid PC, so the high preset setting of 1.1 render scale makes sense. I'll need to reapply it later to see how it behaves now. Since my performance is sufficient on the PC, I didn't rely on upscaling before. I occasionally play on mobile, where it's more important. I haven't checked the settings yet.
D
DYLANOVANDIJK
07-03-2018, 05:28 AM #8

Sorry, I'm confused about your test requirements. With the update I can't revert to check previous configurations. I typically use a solid PC, so the high preset setting of 1.1 render scale makes sense. I'll need to reapply it later to see how it behaves now. Since my performance is sufficient on the PC, I didn't rely on upscaling before. I occasionally play on mobile, where it's more important. I haven't checked the settings yet.

E
EndermanMan18
Senior Member
250
07-03-2018, 05:28 AM
#9
The adjustments remain consistent with prior configurations except SMAA switched to FSR2. I applied a custom 1440P preset, ensuring all game settings were at their maximum and render scale set to 1.1 before updating to FSR2. Post-update, even with render scale at 1.1, some edge distortions persisted. Switching to 1.3 resolved the issue. Understanding the change to FSR2, I also experimented with a render scale of 0.6 while keeping other parameters unchanged, aiming for FSR2 to upscale back to 1440P. The results varied: first photo showed 1.3 render at FSR2, second at 0.6 render with FSR2 enabled, and third at 0.6 without FSR2. I’m testing whether FSR2 functions properly for upscaling in Genshin Impact under these conditions. All images were captured at the highest available settings.
E
EndermanMan18
07-03-2018, 05:28 AM #9

The adjustments remain consistent with prior configurations except SMAA switched to FSR2. I applied a custom 1440P preset, ensuring all game settings were at their maximum and render scale set to 1.1 before updating to FSR2. Post-update, even with render scale at 1.1, some edge distortions persisted. Switching to 1.3 resolved the issue. Understanding the change to FSR2, I also experimented with a render scale of 0.6 while keeping other parameters unchanged, aiming for FSR2 to upscale back to 1440P. The results varied: first photo showed 1.3 render at FSR2, second at 0.6 render with FSR2 enabled, and third at 0.6 without FSR2. I’m testing whether FSR2 functions properly for upscaling in Genshin Impact under these conditions. All images were captured at the highest available settings.

T
tonny0950
Member
67
07-03-2018, 05:28 AM
#10
We are certain they're employing FSR2 for scaling rather than relying solely on AA. Rendering above native would place us in VSR territory, and I'm uncertain whether that or related features are part of the FSR setup. It seems the render scale setting existed before the FSR2 option was introduced, suggesting a separate in-game scaling method. In the past, on high presets, it used 1.1x render scale. Recently testing it again, it defaults to 1.0x. Since I'm using an older 768p display, pixel dimensions will appear larger. I experimented with various settings to assess the visual quality. At 1.0x scale with FSR2 enabled, the image appears satisfactory. If I inspect closely, edges seem less sharp, though it doesn't impact gameplay noticeably. At 1.5x with FSR2, edge definition improves slightly but not dramatically. At 0.6x, it becomes noticeable as a loss of clarity. With a 2070 and high preset, motion blur is off, and the 768p output shows significant degradation. GPU usage data didn't show major fluctuations, though.
T
tonny0950
07-03-2018, 05:28 AM #10

We are certain they're employing FSR2 for scaling rather than relying solely on AA. Rendering above native would place us in VSR territory, and I'm uncertain whether that or related features are part of the FSR setup. It seems the render scale setting existed before the FSR2 option was introduced, suggesting a separate in-game scaling method. In the past, on high presets, it used 1.1x render scale. Recently testing it again, it defaults to 1.0x. Since I'm using an older 768p display, pixel dimensions will appear larger. I experimented with various settings to assess the visual quality. At 1.0x scale with FSR2 enabled, the image appears satisfactory. If I inspect closely, edges seem less sharp, though it doesn't impact gameplay noticeably. At 1.5x with FSR2, edge definition improves slightly but not dramatically. At 0.6x, it becomes noticeable as a loss of clarity. With a 2070 and high preset, motion blur is off, and the 768p output shows significant degradation. GPU usage data didn't show major fluctuations, though.

Pages (2): 1 2 Next