When the GTX 980 and GTX 970 launched, they came with a new feature called DSR, better known as Dynamic Super Resolution. At the time, it was only available on those two Maxwell-based GPUs, but now it’s available on all Kepler- and Fermi-based graphics cards as well, via the 344.48 WHQL driver, which has now been listed for download on Nvidia’s website.
Dynamic Super Resolution is an anti-aliasing method that essentially renders the game you’re playing at a higher resolution than your display and then downsamples the result to make it fit on your screen. It is basically SSAA (Super Sampling Anti-Aliasing), but it’s programmed into the graphics driver.
The reason for DSR’s existence is that lots of game developers have opted not to include SSAA into the game engine or setting choices because it is very demanding. There are more efficient Anti-Aliasing techniques, but SSAA (or in this case DSR) is without a doubt the best looking, assuming you can take the performance hit.
Additionally, the driver also brings support for Lords of the Fallen, Civilization: Beyond Earth, and Elite: Dangerous.
You can find the 64-bit desktop driver on Nvidia’s website here, or you can download it through Nvidia’s GeForce Experience desktop software, which may already have notified you.
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To be honest 16X FXAA or 2X MSAA usually does the job for me and I'm fine with them. Always nice to hear that companies are still trying to find the most optimized ways of antialiasing.
I dont see how you can compare FXAA and MSAA. FXAA is the reason why people hate post processing AA solutions. It looks absolutely horrible, smearing everything, especially all the text. If FXAA is the only option for AA, I am much happier without any kind of AA at all.
This is why I am very happy with DSR that Nvidia is now offering. Although for many, the performance hit DSR entails might just be too big. 2-4 X MSAA is, in my opinion, a perfect compromise between quality and performance hit.
If you use a non-even multiplier and downsample some scaling artifacts may still be present, but a combination of also using in-game FXAA or better yet inject SMAA via SweetFX and DSR's built-in gaussian interpolation filter will almost completely eliminate any issues even then.
Alpha coverage? This is a full screen brute force AA technique. It effectively anti-aliases the entire image, so every pixel you see on screen regardless of what it is has been effectively supersampled and gaussian filter interpolated.
This is ONLY a good thing.
Don't take that the wrong way, as you can get away with much less GPU load and still be happy
What I'd also like to try out is a hybrid approach that involves combining some of the better FXAA and SMAA implementations out there with less than 2x2 DSR; say maybe 1.5x1.5 or even just 2560x1440 vs native 1920x1080. It won't be as good as true 2x2+ DSR on its own, but it may provide better overall image quality vs. crappy post solutions on their own for those that have good mid-range or slightly older gpus like myself (GTX 670 OC'ed)
One problem I DO forsee with this DSR solution is that the HUDs in most older games (pre 2013 or so) are fixed sizes, so they'll shrink relative your monitor as you go higher in overall res, instead of a dynamically scaling, resolution independent UI that always adheres to your native display resolution. Newer games are doing this in the wake of 1440p and 4K monitors becoming popular, but I doubt older games will be patched to fix this :(.
No such this as 16x FXAA