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Tadpole9181yesterday at 12:58 AM2 repliesview on HN

Just going to focus on this one:

> DLSS vs FSR, or DLSS FG and Lossless Scaling.

I've used all of these (at 4K, 120hz, set to "balanced") since they came out, and I just don't understand how people say this.

FSR is a vaseline-like mess to me, it has its own distinct blurriness. Not as bad as naive upscaling, and I'll use it if no DLSS is available and the game doesn't run well, but it's distracting.

Lossless is borderline unusable. I don't remember the algorithm's name, but it has a blur similar to FSR. It cannot handle text or UI elements without artifacting (because it's not integrated in the engine, those don't get rendered at native resolution). The frame generation causes almost everything to have a ghost or afterimage - UI elements and the reticle included. It can also reduce your framerate because it's not as optimized. On top of that, the way the program works interferes with HDR pipelines. It is a last resort.

DLSS (3) is, by a large margin, the best offering. It just works and I can't notice any cons. Older versions did have ghosting, but it's been fixed. And I can retroactively fix older games by just swapping the DLL (there's a tool for this on GitHub, actually). I have not tried DLSS 4.


Replies

cheriooyesterday at 2:20 AM

Maybe I over exaggerated, but I was dumbfounded myself reading people’s reaction to Lossless Scaling https://www.reddit.com/r/LinusTechTips/s/wlaoHl6GAS

Most people either can’t tell the difference, don’t care about the difference, or both. Similar discourse can be found about FSR, frame drop, and frame stutter. I have conceded that most people do not care.

paulbgdyesterday at 1:18 AM

I’ve used fsr 4 and dlss 4, I’d say fsr 4 is a bit ahead of dlss 3 but behind dlss 4. No more vaseline smear