AMD的超取樣技術(FSR)對比NV的DLSS有何區別?實際運用如何?

時間 2021-06-09 22:46:53

1樓:腹黑小太陽

AMD Formally Unveils FidelityFX Super Resolution: Open Source Game Upscaling

And, to drop into op-ed mode, this is where AMD has me a bit worried. In our pre-briefing with AMD, the company did confirm that FSR is going to bea purely spatial upscaling technology; it will operate on a frame-by-frame basis, without taking into account motion data (motion vectors) from the game itself.

For GPU junkies, many of you will recognize this as a similar strategy to how NVIDIA designed DLSS 1.0, which was all about spatial upscaling by using pre-trained, game-specific neural network models. DLSS 1.

0 was ultimately a failure – it couldn』t consistently produce acceptable results and temporal artifacting was all too common. It wasn』t until NVIDIA introduced DLSS 2.0, a significantly expanded version of the technology that integrated motion vector data (essentially creating Temporal AA on steroids), that they finally got DLSS as we know it in working order.

類似於DLSS 1.0,單幀上取樣技術(超分重建)。

相應的,DLSS 2.0是基於多幀變化的(光流)。

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