11-06-2022, 03:03 PM
Citação:taau is the image scaling slider, taa is native
all testing is done at 4k output (performance mode is 1080p internal, quality is 1440p)
Static scenes
static scenes are practically useless in temporal solutions in any game
FSR 2.0 resolves detail better than TAA at internal 1080p
FSR looks softer than DLSS, less image stability
dlss does overlapping objects better than native and fsr
camera movement
taau is the least stable
fsr suffers from disocclusion (when a moving object stops obscuring a background object, errors appear from lack of data)
dlss, taau, taa does not suffer from disocclusion
disocclusion gets worse the wider the gap between input and output resolutions
animation movement
ghosting and noise occurs in FSR, but not dlss and taa
edges are more alias on fast moving objects in FSR
dlss performance loses internal detail compared to taa
transparency/water
fsr is similar to taau, dlss is similar to taa
dlss preserves water normal map
particles
taau and taa has ghosting smearing, but normal specular highlights are somewhat preserved
fsr fares the worst and has the most smearing
snow has the most particle ghosting
particles in taau and fsr are more aliased
hair
dlss and fsr both show slightly less detail than taa
because the hair is geo cards with transparency textures, subpixel detail isn't as resolved on fsr
dlss is the most stable albeit less detailed than taa
in performance mode, the shimmering is worse in fsr and taau
in waist high grass, fsr suffers from disocclusion
small grass has ghosting in fsr, and contrails in dlss
new (2.4.3) vs old (2.3.4) dlss
new reduces contrails
post processing (dof)
all modes has a fizzled look to the dof
dlss fairs the best in quality
in performance mode, dlss fairs the worst
fsr has some trouble with fast moving objects, overlapping objects, and particles and transparency
because Kratos is constantly moving (as it's third person), disocclusion is frequent
the lower the internal res the more the breakup in image stability
fsr is better than taau
performance
taa - 3080 is 6% ahead of the 6800xt
fsr quality - 3080 is 1% ahead
32% gain on 6800xt vs 25% gain on 3080
fsr performance - margin of error, practically the same
60% gain 6800xt vs 50% 3080
dlss has better performance than fsr, by 5%
taau at 75% (1620p) has the same performance as fsr quality, fsr has better image stability
Resultados similares aos do Deathloop.
Boa estabilidade de imagem, mas ainda tem esse problema de desoclusão em movimento.