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Cyberpunk patch 1.61 ads FSR 2.1 to PC and next-gen consoles

yamaci17

Member
FSR and FSR 2.0 use the same LOD system. All these upscalers, require adjustment to LODs.
The difference is the use of temporal information by FSR 2, DLSS 2, XeSS, TAAU and TSR,
not necessarily, fsr 1.0 did not use the LOD system at all. it directly drops EVERYTHING to the rendered resolution and applies a sharpening filter

FSR 1.0 can be literally used as a post process filter by RPCS3, Xenia, emulators, many more software etc. Engine level FSR is no different than post process FSR. It simply does nothing with engine itself. Its just a simple way of reducing the resolution directly as if you're choosing a lower resolution and apply a sharpening filter.

you can go find any fsr 1 and fsr 2 game (there are some) do comparisons between lods both respectively at quality settings and you will quickly realize this is true
 

winjer

Gold Member
not necessarily, fsr 1.0 did not use the LOD system at all. it directly drops EVERYTHING to the rendered resolution and applies a sharpening filter

FSR 1.0 can be literally used as a post process filter by RPCS3, Xenia, emulators, many more software etc. Engine level FSR is no different than post process FSR. It simply does nothing with engine itself. Its just a simple way of reducing the resolution directly as if you're choosing a lower resolution and apply a sharpening filter.

you can go find any fsr 1 and fsr 2 game (there are some) do comparisons between lods both respectively at quality settings and you will quickly realize this is true

None of these upscalers affect the LOD system, it has to be adjusted accordingly. Only a bad implementation of an upscaler, will have the same LODs as default.
Emulators can also do some of this, like changing MipMaps LOD. But not every effect is accessible to the user.
 

yamaci17

Member
None of these upscalers affect the LOD system, it has to be adjusted accordingly. Only a bad implementation of an upscaler, will have the same LODs as default.
Emulators can also do some of this, like changing MipMaps LOD. But not every effect is accessible to the user.
they do affect the lod system.

forza 5 4k dlss perf


game literally uses better textures, higher level of lods at 4k/dlss performance. both are supposed to be 1080p. fsr 2 is similar story but I did not record. in game res. scale uses something like FSR 1. when you use in game res. scale to get back to 1080p, it results exactly like how a 1080p native image look


in this example you can literally see 4k/dlss performance uses better lods, higher quality assets, and even draw distance is affected by "master" upscaled resolution.
 

winjer

Gold Member
they do affect the lod system.

forza 5 4k dlss perf


game literally uses better textures, higher level of lods at 4k/dlss performance. both are supposed to be 1080p. fsr 2 is similar story but I did not record. in game res. scale uses something like FSR 1. when you use in game res. scale to get back to 1080p, it results exactly like how a 1080p native image look


in this example you can literally see 4k/dlss performance uses better lods, higher quality assets, and even draw distance is affected by "master" upscaled resolution.

MipMaps are dependent on native screen resolution. This defines the distance at which a mipmap level is changed.
So at lower screen resolutions, the next level of mipmap will be loaded at a shorter distance from the camera.
When we upscale an image, be it with a spatial or temporal upscaler, the game only knows about the base resolution.
So a game rendering at 1440p using an upscaler, at 66% screen resolution, will use the Mipmap values of 960p.
This will look bad, because the game will load the next level of mipmaps too soon, resulting in blurrier textures, closer to the camera.
So the developer has to manually tune the mipmap bias, to force the game to load the mipmap bias adequate to the output resolution.

You might have seen Alex complaining about some games not properly adjusting the mipmap bias. And then talking about using the gpu control panel, to offset the mipmap bias.
This is something that should be done by the devs, not the users.

Now game engines are also using screen resolution to scale other parts of the rendering pipeline.
For example, nanite renders triangles in relation to pixel size.

Here is a page from the DLSS manual, on implementing mipmap ias.

ZVxVgC2.png
 
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bbeach123

Member
they do affect the lod system.

forza 5 4k dlss perf


game literally uses better textures, higher level of lods at 4k/dlss performance. both are supposed to be 1080p. fsr 2 is similar story but I did not record. in game res. scale uses something like FSR 1. when you use in game res. scale to get back to 1080p, it results exactly like how a 1080p native image look


in this example you can literally see 4k/dlss performance uses better lods, higher quality assets, and even draw distance is affected by "master" upscaled resolution.
This is TAA doing god work for ya (sarcasm) , it ruined textures , detail , foliage , tree , grass n stuff .

DLSS just undo what TAA did .
 
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