''Edge of Eternity Tech Q&A – Midgar CEO on AMD FSR vs NVIDIA DLSS, PS5 vs XSX and More
Вот тебе и DLSS…
Can you compare the process of implementing AMD's FSR and NVIDIA's DLSS in Edge of Eternity? Which differences did you encounter?
Implementing DLSS was quite complex to integrate into Unity for a small studio like us; it required tweaking the engine and creating an external plugin to bridge Unity and DLSS. It was complicated, but in the end, it gave amazing results. FSR, on the other hand, was very easy to implement, it only took me a few hours, requiring only simple data. However, it did require the source data to be as sharp as possible since FSR is not a deep learning method and cannot reconstruct loss details. We needed to replace the built-in Unity TAA with the AMD Cauldron TAA (opensource) that we ported to Unity as it is a lot better at preserving details.
Вот тебе и DLSS #2
Quality-wise, do you feel there is a noticeable difference between the two in your game? Also, do you expect many other developers to implement both technologies in their titles?
Quality-wise, when there is a lot of pixel info available for upscaling to 4K, both technologies give amazing results, and I have a hard time seeing differences between them. I’d even say that I slightly prefer the FSR for 4K resolution since it doesn’t introduce any artifacts/minor blurriness that DLSS can sometimes introduce. For lower resolutions like upscaling to 1080p or 720p, I think DLSS gives a better result since it can reconstruct parts of missing details due to the nature of the technique. That said, I'm playing Edge of Eternity on a GPD Win3 (Intel APU), and using FSR to upscale to 720p gives a very similar result to native on a small screen like that and allows 60 FPS gameplay.
I think FSR being very easy to integrate means more games are going to get it, DLSS is more complicated to integrate. Aside from pre-integrated versions in engine (UE already has it and it’s coming to Unity but only for HDRP, whereas our integration is for the built-in pipeline) or AAA games, I don’t think many small developers will integrate it.''
C Shazoo. Вот вам и dlss - с которым куча возни совершенно не нужной разработчикам, а FSR встраивается за пару часов запросто в игры - угадайте что называется что предпочтут разработчики/издатели игр у какой технологии популярность будет гораздо выше а вместе с тем и мотивация ее встраивать в самые разные игры.
