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FSR3 Upscale Quality Regression?

Open BleuBleu opened this issue 10 months ago • 2 comments

Hi.

I'm integrating FSR3 in our version of Unreal Engine and I found the quality of the temporal upscale (no frame generation or anything) to be significantly worse than FSR2. As I was investigating why, I ran the little Sponza demo you guys provide and notices some artifacts in your demo as well.

FSR3 has vertical lines every 6 pixels and appears unable to correctly resolve the chain of the lantern, for example. These screenshots were taken in Ultra Perforamance (3x) mode, with zero sharpening and reactive mask disabled. FSR3 performs worse in in other quality modes as well.

Is there something I am missing here?

-Mat

Image Image

BleuBleu avatar Feb 25 '25 06:02 BleuBleu

FSR has IQ degradation from FSR 2.2, since then its worse in some aspect than FSR 2.1.2 (which regarded the best FSR by some), not sure if AMD devs are aware of this. FSR3 did not totally eliminate those regression introduced in version 2.2

imniko avatar Feb 25 '25 06:02 imniko

In my experience, FSR 3.1 is a case of "two steps forward, two steps back" compared to FSR 2.2. It addresses a number of common complaints from FSR 2.2 - fewer fizzling artifacts, better handling of transparencies, improved treatment of objects without motion vectors. But the tradeoff is that the image is softer, has more issues with ghosting artifacts and noticeably worse temporal stability, leading to more shimmering on fine details. The ghosting artifacts were mostly addressed with the FidelityFX SDK 1.1.2 update, so I'd say it's only one-and-a-half steps back now, but suffice to say FSR 3.1 didn't completely make FSR 2.2 obsolete the way I had hoped. I was hoping AMD would be making more incremental improvements to FSR 3.1 over the past year but that hasn't really happened either.

ndepoel avatar Mar 05 '25 11:03 ndepoel