FSR 4.1

The problem is those two statements are kind of opposed. What I mean is if they port FSR4, and it looks good, then it will be heavy on the resources. To reduce the load it has to be a cut down network. That won't look as good. Also I believe the Switch 2 has tensor cores for DLSS to run on. If AMD ran purely on shaders it would hit even harder since there is hardware not being used.

For small chips it is just a hard tradeoff of IQ vs speed. We see that on the GabeCube with FSR4: It hits harder than we might want because the GPU is so small.
I'm sure you know this, but for the sake of conversation: Tensor cores don't mean DLSS is free.
I think the general point is that maybe a relatively more intensive algorithm can be run, independent of the regular shader engines, etc. And if the right balance is achieved, the GPU cores are free to render the game. and the tensor cores more/less handle the scaling. And the end result is a good image with good performance.

However, DLSS can still be "slow". And therefore hold up the throughput of the final frames. We saw that when DLSS 4.5 released. the "L" preset in particular, is on average about 10 frames slower than DLSS 4 K preset. And it was close to to 20 frames slower, than DLSS 3.

Switch 2 doesn't have many Tensor cores. And they are a relatively older version, with less optimizations. Reportedly, even though Switch 2 is using a "lite" version of DLSS----its still not exactly fast to run it. Some games/developers have chosen to skip it. It sounds like it may be a situation where even though DLSS is offloaded to the tensor cores----its such a straing on those, it can hold up the final frame output in a detrimental way.

I think over time, probably two things will happen, which will make DLSS a better option:

1. Nvidia is able to work with Nintendo to improve the algorithm
2. Developers get more time with Switch 2 dev kits, and gain a better understanding of how to customize and implement DLSS into their Switch 2 games.

------------------

Everyone better understands ML derived code nowadays. So, even the shader based stuff has improved drastically. So much that, we have a user driven project which has ported DLSS3 Preset E, to run on shader code with relatively dated instructions. It doesn't suck. It doesn't look quite as good as the leaked INT8 FSR4. But, it runs faster.

Playstation's new QSSR is running on PS5's GPUs as shader/compute code. Base PS5 GPUs don't have features normally associated with running ML derived code. Yet, they were able to make something which looks great. You're right, being purely shader/compute based, it can potentially take away from the target render speed of the game. AMD is generally very good at asynchronous compute. So, it doesn't seem to be a huge issue. Depending upon the game, testing so far has shown QSSR framerate performance to range from a small hit of maybe 5 frames or in the case of Ghosts of Tsushima----slightly better framerate than FSR3 and/or custom scalers.

AMD has a new FSR 4 "Lite" which is meant for APUs. I'm sure it doesn't look as good as FSR4 on a 9070 XT. And we only have a few seconds of comparions, of a couple of scenes, from an official AMD youtube video.
But, what they show is CLEARLY better than FSR3. In the case of how it resolves the flowing river, its the difference between a totally busted looking image and-----hey that's a pretty normal looking videogame river. and they claim it runs faster than FSR3. They've got some talent working on this stuff, it seems!

That said, I still have to go back to No Man's Sky and their use of FSR 2 on Switch 1: it looks stupidly good. So, true talent and dedication to customize the code rather than pasting it in as general use code library, seems to make all the difference.

Compare all this to the shader based "DLSS" which was featured in Control for a few months, until DLSS 2.0 released and actually used the Tensor cores. It looked fine if you stood still. Looked like artifacting crap, when you started moving. It even looked somehow like an interlaced image. It was pretty interesting and we have come a long way! Epic's own TSR is hardware agnostic and looks pretty dang good, etc.
 
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However, DLSS can still be "slow". And therefore hold up the throughput of the final frames. We saw that when DLSS 4.5 released. the "L" preset in particular, is on average about 10 frames slower than DLSS 4 K preset. And it was close to to 20 frames slower, than DLSS 3.
1. Those numbers do not live in a vaccum, image qulity is different.
2. Those numbers sounds like grabbed out of free air, source for those claims?

Let is let some facts into the debate:
1792557272851.png
 
I'm sure you know this, but for the sake of conversation: Tensor cores don't mean DLSS is free.
No but it is hardware that FSR wouldn't be using. Running on shaders is also not free. So unless AMD has something that is more advanced training wise then no, it isn't likely to be faster with better quality. There's no reason to believe they do, given that they are basically always at least a little behind nVidia since nVidia has so much money to throw at research.

FSR4 is just heavier than older FSR technology, and particularly on hardware that is fairly limited. Like on the GabeCube you see things like Crimson Desert where FSR3 quality mode gives a 137% FPS (vs native) but FSR4 quality mode only gives 120%. Also consider that the Steam Machine is a lot more powerful than the Switch 2.

That's an advantage of the older FSR technology, particularly FSR1 since it is so simple: They don't take a lot of overhead. Hence developers may choose them on low-spec hardware like the Switch. FSR4 doesn't have that, it is a heavier algorithm just like DLSS.
 
1. Those numbers do not live in a vaccum, image qulity is different.
2. Those numbers sounds like grabbed out of free air, source for those claims?

Let is let some facts into the debate:
View attachment 832283
This chart more/less confirms what I said.

For example, 13% of 136fps, is 17.68.

136fps is what I was getting in the Monster Hunter Wilds Benchmark at 1440p Quality, DLSS 3 Preset "C" with an RTX 5080. And in the same benchmark with the same settings: DLSS 4.5 Preset L "was close to 20 frames slower".

**Different games load the GPU differently. Some games will show relatively less framerate hit, as per the chart stating as little as 4%. There's also different GPUs, with different amounts of Tensor cores**

Personally, I prefer the image quality of 4.5 Preset M. IMO it handles motion and small animations, better. And that preset also gives better framerate.


**here's Hardware Unboxed numbers, with a 5070 at 1440P. DLSS 4 Preset K Vs. 4.5 Preset M (so the lighter preset). And in Cyberpunk, they also found a 13% difference. And that's DLSS 4 K Vs. 4.5 M. Not DLSS 3 Vs. 4.5 L (the heaviest preset).

View: https://youtu.be/36zbGPECzDI?si=rlQIxXemE2RGDeRb&t=626
 
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This chart more/less confirms what I said.

For example, 13% of 136fps, is 17.68.

136fps is what I was getting in the Monster Hunter Wilds Benchmark at 1440p Quality, DLSS 3 Preset "C" with an RTX 5080. And in the same benchmark with the same settings: DLSS 4.5 Preset L "was close to 20 frames slower".

**Different games load the GPU differently. Some games will show relatively less framerate hit, as per the chart stating as little as 4%. There's also different GPUs, with different amounts of Tensor cores**

Personally, I prefer the image quality of 4.5 Preset M. IMO it handles motion and small animations, better. And that preset also gives better framerate.


**here's Hardware Unboxed numbers, with a 5070 at 1440P. DLSS 4 Preset K Vs. 4.5 Preset M (so the lighter preset). And in Cyberpunk, they also found a 13% difference. And that's DLSS 4 K Vs. 4.5 M. Not DLSS 3 Vs. 4.5 L (the heaviest preset).

View: https://youtu.be/36zbGPECzDI?si=rlQIxXemE2RGDeRb&t=626

Your exmaple is with FPS is locked to a specific hardware configuration and now you drag personal bias into it.
I prefer DLSS 4.5 Preset "F" due to the best image quality.
 
Your exmaple is with FPS is locked to a specific hardware configuration and now you drag personal bias into it.
I prefer DLSS 4.5 Preset "F" due to the best image quality.
I"m not sure what you are on about.

I have a 4070 TI Super (although I didn't talk about it much, specifically) and a 5080. And then I linked a video showing a 5070. (I also have an intel system with a Core Ultra 265K and AMD with a 9800X3D.)

You also expressed that my framerate numbers seemed to be grabbed from thin air......so I told you what they are from. And it turns out they align with the chart you offered as "Facts". Implying that my numbers don't reflect reality.

The blindspot is that....I only quoted numbers from one game benchmark, one resolution, and one DLSS quality setting of.....DLSS "Quality". Even though I tested several games and settings, and of course saw a range of performance differences between the presets. Which is what your chart is good for. Percentages are more useful when speaking broadly about the product. As its generally accounts for testing a range of games. I supposed that's what frustrated you with my posts, in the first place.

Addictionally, the conversation was mostly ignoring image quality,. And focusing more on talking about processing overhead for the alogirthms....Where that overhead is dealt with, and how it might be apparent to the end user using this or that graphics product.
However, with so many different, good algorithms now: Comparing image quality is more fun than it used to be. And we are mostly at a place where all the latest versions are "good". And it comes down to little differences depending upon the game, etc.

The new FSR 4 "lite" is reportedly better at some things than FSR 4. Even though its smaller and generally categorized as less good.
https://github.com/zgauthier2000/fs...errides/blob/main/docs/upscaler-comparison.md



and I suppose that was my point, in choosing DLSS 4.5 M. It is generally categorized as less good for image quality. But for what I like to see----I like it best. And I also get to enjoy the extra performance from its lighter algorithm.


At launch, DLSS 4.5 had some really annoying dips in the 1% lows on demanding games with the 4070 TI Super, which caused me to stick with DLSS 4 K or DLSS3 C. That's probably been smoothed out a bit, with updates to the DLSS files. I haven't use the 4070 TI Super for a few months.

FSR 4 had a mid-year update, which brought even better detail and clarity, for essentially zero extra performance coast. Not sure how the newest stacks up on performance.


Also, Preset F is for Ray Reconstruction. Nvidia doesn't actually want us to talk so specifically about their technology. So they just call everything DLSS, now. its all the best just use it, or something like that ;)
 
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I"m not sure what you are on about.

I have a 4070 TI Super (although I didn't talk about it much, specifically) and a 5080. And then I linked a video showing a 5070. (I also have an intel system with a Core Ultra 265K and AMD with a 9800X3D.)

You also expressed that my framerate numbers seemed to be grabbed from thin air......so I told you what they are from. And it turns out they align with the chart you offered as "Facts". Implying that my numbers don't reflect reality.

The blindspot is that....I only quoted numbers from one game benchmark, one resolution, and one DLSS quality setting of.....DLSS "Quality". Even though I tested several games and settings, and of course saw a range of performance differences between the presets. Which is what your chart is good for. Percentages are more useful when speaking broadly about the product. As its generally accounts for testing a range of games. I supposed that's what frustrated you with my posts, in the first place.

Addictionally, the conversation was mostly ignoring image quality,. And focusing more on talking about processing overhead for the alogirthms....Where that overhead is dealt with, and how it might be apparent to the end user using this or that graphics product.
However, with so many different, good algorithms now: Comparing image quality is more fun than it used to be. And we are mostly at a place where all the latest versions are "good". And it comes down to little differences depending upon the game, etc.

The new FSR 4 "lite" is reportedly better at some things than FSR 4. Even though its smaller and generally categorized as less good.
https://github.com/zgauthier2000/fs...errides/blob/main/docs/upscaler-comparison.md



and I suppose that was my point, in choosing DLSS 4.5 M. It is generally categorized as less good for image quality. But for what I like to see----I like it best. And I also get to enjoy the extra performance from its lighter algorithm.


At launch, DLSS 4.5 had some really annoying dips in the 1% lows on demanding games with the 4070 TI Super, which caused me to stick with DLSS 4 K or DLSS3 C. That's probably been smoothed out a bit, with updates to the DLSS files. I haven't use the 4070 TI Super for a few months.

FSR 4 had a mid-year update, which brought even better detail and clarity, for essentially zero extra performance coast. Not sure how the newest stacks up on performance.


Also, Preset F is for Ray Reconstruction. Nvidia doesn't actually want us to talk so specifically about their technology. So they just call everything DLSS, now. its all the best just use it, or something like that ;)
Using "10 fps" is locked to a single SKU, use percentages, not rocket science

I had zero dips on my 4090, sounds like you have a borked setup.
 
I just now actually watched the AMD official video and....they also made special version of FSR 4.1 for their handheld APUs. It will be interesting to see if any games will use it on Nintendo Switch 2. There's a chance it could give better overall results than the current DLSS algorithm available to NS2 developers.
I doubt Nintendo will update it, the Switch 2 uses “Tiny” DLSS, a heavily customized version made by Nintendo in partnership with Nvidia specifically to work within the constraints of the GPU and maximize the use of the accelerators available.

The Switch 2’s T239 chip is heavily modified from the T234 it was based on. It’s GPU is a mashup of Ampere and Love Lace, and they do something weird with the media engine to handle inline texture decompression.

So while I do believe FSR 4.1 could give a better result than the custom Tiny DLSS version I don’t think it would be enough of an improvement to justify the effort needed to make it work on the platform at an acceptable frame rate, which it already struggles with.
 
So while I do believe FSR 4.1 could give a better result than the custom Tiny DLSS version I don’t think it would be enough of an improvement to justify the effort needed to make it work on the platform at an acceptable frame rate, which it already struggles with.
Ya my bet would be that either it would have to get worse in quality compared to the tiny DLSS to match the performance, or it would offer the quality it does now but with much more overhead and thus lower framerate.

It does not appear that AMD has discovered a magic, low impact but high quality, upscaler. They have a good upscaler that is quite reasonable resource-wise on desktop GPUs but that probably means it doesn't scale to handheld that well.

The Switch 2 just has a tiny GPU. It is physically not very big, isn't clocked that high and doesn't draw that much power. That just means there are limits to its compute power.
 
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