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On a side note, TAA, SMAA, NFAA, FLAA and FXAA work against aliasing artifacts by doing comparisons and trying to detect edges and round values. TAA its not possible without proper depth buffer access, thats why reshade TAA dont work as native TAA.
FSR its actually an upscaling tech, so it increase output resolution from a low res image, and if a high resolution image its downscaled, the natural outcome of that its aliasing being reduced, thats how SSAA worked. Obviously FSR its WAY less resource intensive since the upscaling its not the same as rendering at higher native resolution, but given that the aim its to downscale the image again, its not going to be an issue on the lost details since said details where never meant to be displayed on the end rendered frame.
SSAA works differently. This reduces aliasing, not only because the high-resolution image is downscaled, but because the higher resolution contains more pixels and allows geometry to be drawn more accurately with fewer jaggies before being downscaled. If you render a small and a big frame you will see they have different information, not just size.
We have no access to additional information when upscaling an image (if it's not ML upscaling like DLSS) so it will not AA anything. Moreover, FSR requires the image to be already well AA before we upscale it.
As for performance. I just tried to upscale a game to 8K and then downscale it to 4K to display it. Since 8K has 4x more pixels than 4K, performance dropped 4x, spending about 80% of my GPU just for scaling. Obviously, the quality has remained almost the same.
A shame we cant use the FSR image quality from a final rendered image to downscale it later, but yeah, going from 4k to 8k its WAY a lot of GPU power spent on upscaling the image.
On the tech side, no worries, I know how SSAA works from a technical level (im a game developer, so I needed to learn how different AA techs works and from where in the rendering phase they take information and how they work with it), just wanted to use an "easy explanation".
From my experience with your program, even with a non pretty well antialiased image it does wonders compared to other forms of scaling, that being said, its OBVIOUSLY not native resolution, but its pretty much the most closer one can get without information taken from the rendering engine about stuff like edges, depth buffer, etc.
Maybe using it to upscale an image and then clean it from jaggies like most PPAA does and then downscale it again using a simple downscaling algorithm? In theory it should work, not as well as SSAA ofc, but better than no AA at all (in games like for example, NFS Rivals that lacks any kind of AA implementation).
From what I seen in the source code for FSR it does some kind of "image cleaning" at the last part of the image preparation process, is it possible to combine that final preparation with a post AA technique to reduce jaggies before downscaling?
If you want someone to help testing stuff, also let me know, your tool its wonderful and I pretty much want to help with it.
For the games that don't have any AA it's better to use some FXAA before FSR as it requires AA image. Will be better effect than applying AA after FSR.
How did you do it in LS? or do you mean DSR or VSR?
If it's possible to do it in the LS without changing the desktop it's gonna be way better.
Yes 4K to 8K won't make such a difference assuming you have a normal sized monitor
but for me playing 4K or 5K on my 1440p definitely look way better.
The only workaround now would be to keep changing desktop resolution which is annoying back and forth, could something be implemented in LS?
I just changed code to try. If you want we can do a test with some hardcoded resolution. If you confirm it’s worth it I can add it as a feature then.
Please do! Give us custom upscaled upsampled resolutions
An interesting idea though.
I used Nvidia DSR to run the game between 1200p and 2160p occupying most of my two screens and then enabled LS with FSR and the result was disapointing. It just looks the same :(