Introduction to AMD FSR 2.0
Hello everyone and welcome to another video. Now, we're talking about AMD FSR 2.0. This new technology has been available from May 12th, and I've managed to stick to my own schedule, so here we are. As you may know, AMD's FSR (FidelityFX Super Resolution) is an open-source technology that allows developers to access it and use it with both NVIDIA and Intel hardware, even integrated graphics.
What's New About FSR?
You're probably thinking, "But what's new about FSR?" Well, my friend, FSR has been implemented in games for ages. Cyberpunk 2077, Far Cry 6, Resident Evil Village are just a few examples of games that have benefited from this technology for months now. It's been instrumental in some of my lower-end hardware tests, often turning unplayable frame rates into playable ones. FSR uses spatial upscaling, which means it takes a lower-resolution image and upscales it to your monitor's native resolution.
How FSR Works
The resolution the supported game is rendered at depends on the FSL preset you choose, and the lower the FSR preset, the lower the quality of the final result. FSR 2.0 uses temporal upscaling, which takes data from multiple frames and in turn should create a higher-quality output. According to my understanding, it should be more comparable to NVIDIA's DLSS (Deep Learning Super Sampling) technology, but it's early days yet, and so far, Death Stranding (a game that can take advantage of FSR 2.0) is the only game that can utilize this technology.
Testing AMD FSR 2.0 with RX 6400
I thought it would be a good idea to test out AMD FSR 2.0 with AMD's entry-level RX 6400 graphics card, as this is a card that could use all the help it can get. The RX 6400 actually struggles quite a bit with Death Stranding, so much so that dropping the native resolution or enabling FSR is almost required for a more consistent experience. Even then, combining 900p and enabling FSR would probably be a better bet if you have a more consistent 60 FPS target in mind.
Performance Comparison
The game is running at native 900p with the lowest settings and low anti-aliasing, and we're averaging 60 frames per second with a few performance issues when FSR 1.0 is enabled and set to balanced mode. However, as soon as I switch to FSR 2.0, the performance improves significantly. Although it doesn't look as sharp as native resolution, I take the higher frame rate any day.
Conclusion
This new version of AMD FSR is a welcome improvement over native resolution, especially if you're playing games at lower resolutions or have less powerful hardware. However, it's still early days yet, and we'll see how this technology evolves in the future. If performance differences do exist between what you'd consider playable and unplayable with the newer FSR version, then it might be worth sticking with the older FSR 1.0 provided other games allow for both options.
Final Thoughts
I wanted to take a quick look at this new version of AMD FSR plus just wanted an excuse to test Death Stranding for the first time. And that's exactly what I did here. If you enjoyed this video, please leave a like and a dislike if you didn't subscribe to our channel yet, and hopefully, I'll see all of you in the next one.
"WEBVTTKind: captionsLanguage: enhello everyone and welcome to another video now in today's one we're talking about amd fsr 2.0 available from may the 12th or today if i've managed to stick to my own schedule fsr2 has debuted with death loop here a game i've been meaning to play for a while so what better excuse to purchase it fsr2 like one is open source so any developer can access it and best of all it'll work with nvidia and intel hardware too even integrated graphics you're probably thinking well what's new fsr has been implemented in games for ages right cyberpunk far cry 6 resident evil village just to name a few have been benefiting from this technology for months and it's been instrumental in some of my lower end hardware tests often turning unplayable frame rates into playable ones fsr uses spatial upscaling it takes a lower resolution image and upscales it to your monitor's native res the resolution the supported game is rendered at depends on the fsl preset you choose and the lower the fsr preset the lower the quality of the final result fsr 2.0 uses temporal app scaling it takes data from multiple frames and in turn should create a higher quality output that's my understanding it should be more comparable to nvidia's dlss as well but it's early days and so far death loop here is the only game that can take advantage of fsr2 though i'm sure it won't be too long before this changes the hardware suggestions for fsr 2.0 are also steeper but i thought we'd test it out with amd's entry level rx 6400 because this is a card that could do with all the help it can get the rx 6400 actually struggles quite a bit with death loop so much so that dropping the native resolution or enabling fsr is almost required for a more consistent experience even then combining 900p and enabling fsr would probably be a better bet if you have a more consistent 60fps target in mind at the moment the game is running at native 900p with the lowest settings and low anti-aliasing and we're averaging 60 frames per second with a few performance problems with fsr 1.0 enabled and set to balanced with the graphical presets still at very low there are still some performance issues but that's to be expected this is a very welcome improvement though over native resolution because although it doesn't look as sharp i take the higher frame rate any day this is a very early level in the game but it seems to put our 6400 through its paces with all that's going on on screen before we move on to fsr 2.0 here is how fsr 1.0 looks with balanced mode when we take a still screenshot it's fine you can still see everything you need to but it's easy to tell that this isn't native resolution with fsr 2.0 and the same balanced setting the game does look sharper how easy this is to pick up on video i can't say but there is certainly a difference it's still noticeably sharper during gameplay too and considering this new version of fsr is apparently more demanding the eight or so frames sacrificed isn't too concerning the one percent lows were very similar between the two fsr versions but fsr 2.0 produced a better 0.1 low because of one little stutter that happened during the first run no big deal really the game stuttered for less than half a second and it never happened again i'd say that the loss in performance is still worth the extra graphical quality that fsr 2.0 provides and i can't wait to see more developers and games use it that said if the performance differs between what you'd consider playable and unplayable with the newer fsr version then it might be worth sticking with fsr 1.0 provided other games will allow the choice of both but that's all for this video i wanted to take a quick look at this new version of fsr plus i just wanted an excuse to test death loop for the first time but there we are if you enjoyed this one leave a like leave a dislike if you didn't subscribe to the channel if you haven't done so already and hopefully i'll see all of you in the next onehello everyone and welcome to another video now in today's one we're talking about amd fsr 2.0 available from may the 12th or today if i've managed to stick to my own schedule fsr2 has debuted with death loop here a game i've been meaning to play for a while so what better excuse to purchase it fsr2 like one is open source so any developer can access it and best of all it'll work with nvidia and intel hardware too even integrated graphics you're probably thinking well what's new fsr has been implemented in games for ages right cyberpunk far cry 6 resident evil village just to name a few have been benefiting from this technology for months and it's been instrumental in some of my lower end hardware tests often turning unplayable frame rates into playable ones fsr uses spatial upscaling it takes a lower resolution image and upscales it to your monitor's native res the resolution the supported game is rendered at depends on the fsl preset you choose and the lower the fsr preset the lower the quality of the final result fsr 2.0 uses temporal app scaling it takes data from multiple frames and in turn should create a higher quality output that's my understanding it should be more comparable to nvidia's dlss as well but it's early days and so far death loop here is the only game that can take advantage of fsr2 though i'm sure it won't be too long before this changes the hardware suggestions for fsr 2.0 are also steeper but i thought we'd test it out with amd's entry level rx 6400 because this is a card that could do with all the help it can get the rx 6400 actually struggles quite a bit with death loop so much so that dropping the native resolution or enabling fsr is almost required for a more consistent experience even then combining 900p and enabling fsr would probably be a better bet if you have a more consistent 60fps target in mind at the moment the game is running at native 900p with the lowest settings and low anti-aliasing and we're averaging 60 frames per second with a few performance problems with fsr 1.0 enabled and set to balanced with the graphical presets still at very low there are still some performance issues but that's to be expected this is a very welcome improvement though over native resolution because although it doesn't look as sharp i take the higher frame rate any day this is a very early level in the game but it seems to put our 6400 through its paces with all that's going on on screen before we move on to fsr 2.0 here is how fsr 1.0 looks with balanced mode when we take a still screenshot it's fine you can still see everything you need to but it's easy to tell that this isn't native resolution with fsr 2.0 and the same balanced setting the game does look sharper how easy this is to pick up on video i can't say but there is certainly a difference it's still noticeably sharper during gameplay too and considering this new version of fsr is apparently more demanding the eight or so frames sacrificed isn't too concerning the one percent lows were very similar between the two fsr versions but fsr 2.0 produced a better 0.1 low because of one little stutter that happened during the first run no big deal really the game stuttered for less than half a second and it never happened again i'd say that the loss in performance is still worth the extra graphical quality that fsr 2.0 provides and i can't wait to see more developers and games use it that said if the performance differs between what you'd consider playable and unplayable with the newer fsr version then it might be worth sticking with fsr 1.0 provided other games will allow the choice of both but that's all for this video i wanted to take a quick look at this new version of fsr plus i just wanted an excuse to test death loop for the first time but there we are if you enjoyed this one leave a like leave a dislike if you didn't subscribe to the channel if you haven't done so already and hopefully i'll see all of you in the next one\n"