WEBVTT

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it's not a new graphics card that you can't buy it's not even something that

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belongs to one team or the other what you're getting today yes you

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is an upgrade for the graphics card you already own AMD's new fidelity effects

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super resolution may not be the only upscaling method out there but

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dang it it's the only one that promises to run on graphics cards that launched

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as many as five years ago but should you care

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ridge wallet has redefined the traditional wallet with its compact

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frame and rfid blocking plates keep your wallet bulge down and use offer code

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Linus to save 10 and get free worldwide shipping

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we're going to start things off with image quality comparisons and we'll

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explain exactly how we got there afterwards but first a disclaimer while

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we would love to compare fidelity fx super resolution to NVIDIA's deep

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learning super sampling unfortunately the only title that supports both right

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now kings hunt is still in alpha and doesn't work on our bench yet so for

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today we'll focus solely on fsr we'll be using an rx-6800xt on our GPU bench for

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our testing though there's a small caveat of the seven games available at launch

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we only have these five godfall therefore will be our main point of

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comparison because it's both visually detailed and will let us test how fsr

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impacts ray tracing but first lioness is a big anno fan so i can't

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leave that out and keep my job can i at 4k you would be hard-pressed to

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distinguish the ultra quality or even quality presets from native unless you

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know where to look and it's good enough on balance that you'll rarely notice the difference

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unless you're looking for shimmering artifacts on thin or geometry the

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performance preset on the other hand starts to show some warts with even

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non-moving thin geometry visibly losing detail but for a low motion game like

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ano if it means you get to turn up the eye candy why wouldn't you

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dropping the resolution to 1440p with the fsr preset to quality or below lets

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some blur creep in with more significant shimmering thanks to the lower input

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resolution wait what do i mean by lower resolution

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well like dlss the lower the quality setting the lower the resolution the

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game actually runs at so when you set the game to 1440p ultra quality the game

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is actually running closer to 1080p that's why at 1080p i'm not recommending

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going below the ultra quality preset unless you like a lot of blur

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still it may be a better experience than running sub 1080p natively so pick your

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poison i guess onto godfall

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in this 4k static scene we get a good spread of edge cases to take into

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consideration compared to native ultra quality looks

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nearly indistinguishable which is awesome everything remains sharp and

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there's little visible loss and texture detail if any with only minor issues

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like the gold color detail work on this pillar the quality preset meanwhile

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introduces some shimmering in finer details like the self shadows and the

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silver means here and some details textures appear a little bit softer than

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they should but it's not too noticeable unless you're looking too closely the

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balance preset retains sharpness around hard edges remarkably well but textures

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are suffering much more than before and the distant stairs begin to show some

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unevenness in the upscale finally the performance preset using a 1080p input

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resolution remember gives us much blurrier textures and a

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more shimmery scene overall which could be distracting

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critically those distant stairs are now blurring together because there's not

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enough detail for the upscaler to properly display them hard edges with a lot of contrast are

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headed very well but less contrasting edges are a lot blurrier than native

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in motion these differences between the presets become even more noticeable

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now graphically simpler games like king's hunt for example are far more

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forgiving and the performance preset offers a surprisingly similar level of

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detail to native you're mostly just losing detail on distant stairs and your

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character's hair back to godfall here's the same scene at

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1440p while textures are still pretty sharp at the ultra quality setting

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shimmering becomes a bit more obvious on finer details as the roughly 1080p input

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resolution lacks the pixels needed to reconstruct them this is minor though

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and you really need to know where to look to pick them out quality preset on

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the other hand becomes a lot rougher on those finer details notice the

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shimmering here and the missing stairs or blurry tree leaves over here hard

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edges do pretty well though and if you're in the middle of a fight you probably won't notice that you're not at

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native revolution balanced straight off looks like an upscaled image with blurry

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textures and fine details getting lost look at that fine gold trim turned into

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a solid blob and performance preset

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well there's only so much you can do with an input 720p image and it's remarkable

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that it looks as good as it does static hard edges like the pillar itself look

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alright but anything that moves like the glowing pauldron on the silver main

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shoulder now also shimmers and fine details go out the window entirely still

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it beats running at 720p with monitor scaling and compared to an m cable it's

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noticeably sharper with more detail and you're getting it for free just like you

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get stickers for free with purchase at lttstore.com now 1080p is kinda scraping

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the barrel for fsr unfortunately with ultra quality providing okay results but

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being visibly blurrier and less detailed than native particularly around the

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sword and the pillar's trim the quality preset is as low as you

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probably want to go for 1080p it looks like 1440p performance mode

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which makes sense because like that mode it's actually using 720p for the input

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resolution strangely enough balance doesn't look that much worse all things

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considered but now even hard contrast areas like the ARM are beginning to show

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some fuzz and performance well

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it looks kind of like a 540p game on an xbox 360 or ps3

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and that's because it is 540p hard contrast areas are still better than

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that kind of upscaling would look but now to go along with a slight blur

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we've got some halo artifacts this isn't really how i would want to

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play the game but i mean if your only other option is to not play the game

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this is a hundred percent improvement the 720p is pushing the envelope to a

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frankly silly degree but it's an interesting demonstration of just how

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much fsr differs from dss three clicks philip made a pretty

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amazing video showing that going super low res with dlss can make an image look

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high-res but strangely blurry fsr though

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absolutely cannot which tells us everything we need to know about how it

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works without even hearing the whole explanation but i'll tell you the whole explanation

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anyway after we go over performance with ray tracing on at 4k our 6800xt

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manages a massive 40 to 46 improvement over native just by switching fsr to

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ultra quality going from consistently under 60 FPS to

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consistently well over which is a pretty great deal if you ask me considering the

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visual difference is basically indistinguishable unless you're really

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really pixel hunt we're seeing pretty linear progression

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down through the quality levels so depending on your pain tolerance for blurring you can squeeze quite a lot of

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performance out of ssr at 4k at 1440p it

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remains a linear improvement for a 6800 xt up until the balanced preset where

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the improvement is within spinning distance of quality and performance

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doesn't do much better still turning fsr on at ultra quality

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will provide a more stable frame rate for 120hz displays so that might be

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worth it not sure i'd go below quality at 1440p however but bear in mind that

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this is a 6800 xt we're talking about and older gpus that struggle at 1440p

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native may see better returns since it's probably the bottleneck not your CPU

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1080p certainly sees almost no improvement on our 6800xt with

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unpredictable results thanks to how CPU bound we're getting

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but this brings up an important question why not just lower your settings

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well smartypants some people don't want to and some people can't go any lower

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because their GPU is too weak as for why you wouldn't just run at a

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lower resolution and call it a day well

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you could but then your monitor or GPU is probably going to use bi-linear

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scaling which is way less sophisticated than the advanced techniques like edge

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directing and even neural networks deployed by the likes of dlss

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so why not use the best tools available and that begs the question

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which tool dss is great if you have the hardware it

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requires only found on select NVIDIA gpus of course fsr while being a little

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heavier to run requires no special hardware and is substantially easier to

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implement into a game engine easy enough that reportedly it took one developer

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just under two hours after being given the code to implement it into their game

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i mean in theory it could even be injected into a game by modders although

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AMD wasn't sure if it would look correct this way when we asked so

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your mileage may vary the effect is implemented as a shader that works by

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using a combination of multiple scaling and sharpening techniques that are run

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before the overlay effects like the hud which reduces noise and preserves text

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christmas christmas

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which reduces noise and preserves text crispness

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under the hood developers are given control over the scaler's variables and

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these can be updated on the fly no two implementations of fsr will look quite

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the same assuming the developer hasn't just used the defaults

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one thing for users to know though is that because there's a sharpening pass

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included with fsr having other sharpening filters enabled can

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ironically give the impression of more blurring than there really is thanks to

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the ringer effects and this is probably why our first

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impressions of AMD's computex reveal weren't exactly favorable

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unfortunately as we've seen texture blurring and fine detail shimmering is

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still a problem for fidelity fx super resolution today

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but that doesn't mean it can't change remember how bad dlss 1.0 was well bnb

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says we'll see new additions tweaks and new upscaling methods even in the future

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all of which will be open to the industry it remains to be seen whether

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this will work out for them or if this is another case of cuda versus opencl

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where NVIDIA shot first and ultimately won

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but developer support is pretty extensive with a lot of big names behind

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fsr so my money's on things working out differently this time you won't know for

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sure until it's been out a while but for now enjoy your free upgrade

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thanks for watching guys this was a bit different from our usual videos so

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maybe check out our recent video on seeing if people at the office could tell whether rtx was on or not

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spoiler i could tell but i also knew what to look for do you
