AMD FSR 2.0 Goes Head-to-Head With DLSS and Works on 'All' GPUs

AMD FidelityFX Super Resolution
(Image credit: AMD)

AMD's has released its new Fidelity FX Super Resolution 2.0 (FSR 2.0) upscaling technology, showing massive image quality improvements over FSR 1.0. Based on our testing, FSR 2.0's upscaling quality appears to be on par with Nvidia's latest DLSS 2.3 version. Even better, FSR 2.0 doesn't require any special machine learning hardware like Nvidia's tensor cores, meaning it will run on all of the best graphics cards and basically every GPU released in the past several years.

A quick disclaimer: the above is based on our testing with a preview build of Deathloop, provided by AMD. We've learned over the years that not all DLSS or FSR implementations are created equal, and this is an AMD-promoted game that had very poor FSR 1.0 quality to begin with. Even so, the changes are impressive.

FSR 2.0 is a from the ground up overhaul of FSR 1.0, with features and functionality that are more aligned with DLSS 2.x than the original FSR version. FSR 2.0 now relies on a temporal upscaling algorithm that takes into account data from multitude sources. It uses current and previous frames (temporal data), motion vectors, and the depth buffer — just like DLSS. But instead of using a supercomputer and tens of thousands (millions?) of frames worth of data to train an algorithm, and then relying on special purpose tensor cores to run, AMD's FSR 2.0 simply uses the GPU shader cores, allowing the tech to work on virtually any GPU.

The motion vectors feed FSR movement data, based on how the scene is changing or "moving" over two consecutive frames. This allows the algorithm to better prioritize which pixels to upscale. The depth buffer meanwhile provides information on the distances between objects within a scene. Using this information can help reduce artificial ghosting created by the FSR upscaler.

FSR 2.0 also adds a new feature called pixel ridge locking. This tech allows FSR to lock onto thin edges of geometry and prevent them from shimmering or flickering. It makes these edges more pronounced and stable between frames. Nvidia doesn't seem to need this type of technology, as its deep learning algorithm is already able to stabilize thin geometry quite well.

So DLSS 2.x and FSR 2.0 both use the same basic inputs for their upscaling algorithms: multiple frames of data, motion vectors, and depth buffers. However, FSR 2.0 processes all this data through a customized Lanczos upscaling algorithm instead whereas DLSS relies on a deep learning algorithm.

FSR 2.0 Dynamic Resolution Scaling

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Aaron Klotz
Contributing Writer

Aaron Klotz is a contributing writer for Tom’s Hardware, covering news related to computer hardware such as CPUs, and graphics cards.

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  • -Fran-
    From what Hardware Unboxed said in their "not-review" (as they called it, lol), FSR 2.0 appeared to not suffer from Ghosting like DLSS does. If you ask me, that is a massive thing in favour of AMD's implementation. Everything else seems to be rather equal, but textures do look better on FSR 2.0, sorry. There's little bits of geometry that also appeared to be slightly better on FSR than DLSS, but as per usual, in motion those will be imperceptible to 99.9% of people. Overall, I'll agree they're so close that it's a coin toss.

    Disclaimer: while I recognize there's a need for these, I still don't like to depend on upscaling to have a decent playable experience. That being said, I think this would be a killer feature for XBox and PS5 and forward.

    Regards.
    Reply
  • VforV
    Tim from HUB said it's a "preview"/"not review" and upcoming videos will explore more on FSR 2.0 with more GPUs tested, new and old ones too.

    Also he's waiting for more games to offer both FSR 2.0 and DLSS to make a proper review based on multiple games performance and quality comparison between them, which makes sense.

    So far FSR 2.0 looks great. Bravo AMD!
    Reply
  • escksu
    Nice!! FSR 2.0 looks like a big step up from 1.0!

    Having said that, i am not exactly a fan of DLSS or FSR even though i like it alot.. My main concern is companies using this to overcome hardware limitations instead of improving on the hardware.
    Reply
  • TechyInAZ
    escksu said:
    Nice!! FSR 2.0 looks like a big step up from 1.0!

    Having said that, i am not exactly a fan of DLSS or FSR even though i like it alot.. My main concern is companies using this to overcome hardware limitations instead of improving on the hardware.

    Thankfully I don't think AMD is doing that, and Nvidia mostly, with the exception of Tensor cores. RTX 40 series GPUs are believe to be monster upgrades over Ampere, similar to Turing was to Ampere, which is a good thing. Same with RDNA3.

    The main reason DLSS and FSR exists is to push ultra high resolutions at the highest graphics settings possible. At least that was the original marketing goal of DLSS, which FSR kinda copied. But now, it works great everywhere which is what we want, we want more options.
    Reply
  • spongiemaster
    TechyInAZ said:
    The main reason DLSS and FSR exists is to push ultra high resolutions at the highest graphics settings possible. At least that was the original marketing goal of DLSS, which FSR kinda copied. But now, it works great everywhere which is what we want, we want more options.
    The main reason DLSS exists is to improve ray tracing performance. That's why Nvidia originally developed it. It was not intended to be a universal upscaler. The only reason FSR exists is because AMD needed something to compete with DLSS.
    Reply
  • escksu
    Theoretically, Nvidia can use both DLSS and FSR at the same time for double boost!! Hoping to see that happens.

    So, in theory, someone could use DLSS at 1080/1440P resolution and use FSR to upscale to "4K" like image quality. This is because they work differently. FSR applies only to the image after it is generated, DLSS is before.
    Reply
  • mitch074
    escksu said:
    Theoretically, Nvidia can use both DLSS and FSR at the same time for double boost!! Hoping to see that happens.

    So, in theory, someone could use DLSS at 1080/1440P resolution and use FSR to upscale to "4K" like image quality. This is because they work differently. FSR applies only to the image after it is generated, DLSS is before.
    It doesn't work that way - you can't apply both algorithms to a single source and expect to cumulate their advantages. It's upscaling ; it tries to reconstruct missing data from several inputs. Due to the way reconstruction takes place, artifacts are generated, and those are the problem - especially since they tend to get picked up as details on another upscaling pass and get even more noticeable.
    Reply
  • mo_osk
    -Fran- said:
    FSR 2.0 appeared to not suffer from Ghosting like DLSS does. .

    Regards.


    Ghosting is not an issue on current version of DLSS. And with most game supporting DLSS 2.0 you can simply replace the old DLL with the latest available and observe the progress in image quality. The few games that still appears to have ghosting issues with DLSS do so because of flawed TAA implementation, if the ghosting is present without DLSS its not DLSS job to fix it even if you could probably train it to do it. Personally I find the sharpening effect caused by FSR distracting and destructive to the intended image quality. To each their own I guess.
    Reply
  • renz496
    mo_osk said:
    Ghosting is not an issue on current version of DLSS. And with most game supporting DLSS 2.0 you can simply replace the old DLL with the latest available and observe the progress in image quality. The few games that still appears to have ghosting issues with DLSS do so because of flawed TAA implementation, if the ghosting is present without DLSS its not DLSS job to fix it even if you could probably train it to do it. Personally I find the sharpening effect caused by FSR distracting and destructive to the intended image quality. To each their own I guess.

    cyberpunk with the latest version of DLSS the ghosting is no longer there. before this the ghosting is very visible when driving the car from third person perspective.
    Reply
  • -Fran-
    mo_osk said:
    Ghosting is not an issue on current version of DLSS. And with most game supporting DLSS 2.0 you can simply replace the old DLL with the latest available and observe the progress in image quality. The few games that still appears to have ghosting issues with DLSS do so because of flawed TAA implementation, if the ghosting is present without DLSS its not DLSS job to fix it even if you could probably train it to do it. Personally I find the sharpening effect caused by FSR distracting and destructive to the intended image quality. To each their own I guess.
    That requires modding/hacking of a game, which a lot of people would not bother with, I'd say. Specially consoles, assuming FSR 2.0 makes it to the PS5 and XB. If the game uses a version with Ghosting, you can't use the "but modding!" card for two reasons: some games forbid modding and most people wouldn't do it anyway. Otherwise I could also say I can make a 6800 outperform the 3080 siblings by loading 8K texture packs in games so memory usage goes over 13GB VRAM (Skyrim for example). It doesn't work like that, I'm afraid. While what you say is true, you can't account it into a review without having either a bias or agenda; you can explore it, but making it part of the conclusion would seem rather iffy to me; maybe an asterisk at best.

    And compare the native vs FSR2.0 textures; I find FSR's closer to the original by a lot. Plus, you can toggle the sharpness in-game anyway; not that it guarantees all implementations will allow it.

    Regards.
    Reply