AMD FSR based on modified Lanczos upscaler, can be enabled on NVIDIA GPUs using Control Panel for similar results in games
AMD’s FSR has received a positive response from the gaming and tech community for providing an open source solution that rivals NVIDIA and is hardware independent (sort of). AMD FSR works on both NVIDIA GeForce and AMD Radeon GPUs and several developers have shown how easy it is to implement in games, although it seems people digging through the source code have discovered that the technology behind FSR might be a bit too similar. to something that NVIDIA has been offering in its control panel for quite some time.
AMD FSR might be a bit too similar to NVIDIA’s Lanczos upscaler, as the source code reveals, NVIDIA GPUs have had technology for some time and can be enabled in all games
As discovered by Alexander Battaglia of Digital Foundry, AMD FSR (FidelityFX Super Resolution) technology is based on the top of the range Lanczos, although it is a modified version of it. The FSR algorithm is in fact made up of two main passes, EASU (Edge-Adaptive Spatial Upsampling) and RCAS (Robust Contrast-Adaptive Sharpening). The EASU pass provides spatial scaling only at a relatively low cost, making it suitable for low-end GPUs on desktops and laptops.
You might want to read the FSR documentation, 2 tap Lanczos is the spatial upscaler. pic.twitter.com/gAEika6zma
– Alexandre Battaglia (@Dachsjaeger) August 4, 2021
It is mentioned in the open source code and the FSR presentation that the EASU scalar uses a modified fast approximation method compared to the standard Lanczos kernel (size = 2). The modified FSR version of the Lanczos filter also eliminates negative lobes, also known as ringing, using the closest 2×2 input texels or the 2-tap approximation.
At the heart of FSR is an advanced algorithm that detects and recreates high-resolution contours from the source image. These high resolution edges are an essential part required to transform the current image into a “super resolution” image.
FSR provides consistent scaling quality whether or not the frame is in motion, which can offer quality advantages over other types of scaling.
The FSR is made up of two main passes:
- A scaling pass called EASU (Edge-Adaptive Spatial Upsampling) which also performs contour reconstruction. In this pass, the input frame is analyzed and the main part of the algorithm detects gradient inversions – essentially looking at how neighboring gradients differ – from a set of input pixels. . The intensity of the gradient inversions defines the weights to be applied to the reconstructed pixels at the display resolution.
- A sharpening pass called RCAS (Robust Contrast Adaptive Sharpness) that extracts detail from the pixels in the scaled image.
Interesting. So it’s a variant of Lanczos after all. Before FSR came out, I had asked AMD about it (it looked Lanczos-y to me), and they told me that the scaling algorithm was “fully developed in-house”. Which doesn’t seem to be quite right now …
– Ryan Smith (@RyanSmithAT) August 4, 2021
It’s even in the source code https://t.co/9MoGnp4wBl pic.twitter.com/75weYOY9UT
– VideoCardz.com (@VideoCardz) August 4, 2021
Battaglia further states that this technology has been offered in NVIDIA’s control panel for a few years now. In the “Manage 3D Settings” panel, users can enable GPU scaling and also control image sharpness with more presses than FSR for higher quality. It works on older Turing and Pascal GPUs and can be applied globally to all DirectX 9, 10, 11, 12, Vulkan and OpenGL games.
Now, this is not the most efficient way to scale games as there are some limitations that apply to using this method compared to AMD FSR and NVIDIA DLSS which are implemented by game. It has the following limitations.
Currently, the following limitations apply:
- Scaling is not supported on MSHybrid systems.
- HDR displays driven by pre-Turing GPUs will not support scaling
- Scaling will not work with VR
- Scaling will not work with displays using the YUV420 format.
- Scaling uses proportion scaling and will not use whole number scaling
- Sharpness will not work with HDR displays
- GPU scaling engages when games are played only in full screen mode, not in full screen mode.
- windowed or borderless mode.
- Some G-SYNC displays have a 6-outlet / 64-phase scaler that fits better than this
- offered by Turing 5-Outlet / 32-Phase Scaler.
- To avoid accidentally triggering scaling by applications or DWM, first go to
- desired resolution (
- The Turing 5-key upconverter may not activate on some monitors, depending on the
- vblank timeout.
- Turing 5-key upscaler may not activate if input resolution is greater than 2560px
- in the x or y dimension.
- Scaling is automatically disabled when changing display device.
- The “Restore Defaults” option in Control Panel does not currently reset the scaling resolution.
Also, since this scaling method works for the whole screen, there is a possibility that the in-game user interface or menu will become blurry and unable to read compared to appropriate solutions where developers will know with certainty to which screen elements the scaling should be applied and which do not. It is interesting to see that AMD has chosen the Lanczos Upscale as the basis for its FSR technology and improved it in several ways while making it open source for easier integration into AAA titles and is applicable for general use like Jarred Walton at TomsHardware points out.
âAs a former software developer, I can attest to the fact that it is much easier to get the green light from management for a new feature when that feature benefits 100% of the intended user base,â rather than just a small portion of potential users. The needs of the many outweigh the needs of the few or something like that.
Of course, the proof is in the consumption of the pudding, and the FSR pudding tastes almost as good as the native pudding – maybe a little under-mixed, but you hardly notice it, at least when using the ones. ultra quality or quality profiles. Let’s not get too carried away by congratulating AMD for creating something new and useful when what we really should be doing is asking what took so long. “
Jarred Walton – Tomshardware
It’s also pretty clear that AMD’s FSR will be a superior tech, but for those who want to give it a try, an interesting comparison would be to compare games that use FSR and see what NVIDIA’s high-end looks like compared to. to that. This is pretty much doable on any NVIDIA GeForce graphics card from the past two years, including GeForce 10 and 16 series products. But it is only useful for AAA game titles that do not support. FSR or DLSS load, in which case the Lanczos filter through the NVIDIA control panel is a good option.
News Source: Tomshardware