There’s also an argument to be made for the pixels not being an ideal multiple. Maybe it matters less when there are 3440x1440 of them on a traditional screen, but the blurriness caused by this effect at small screen sizes is quite noticeable on text.
i think screens look blurry in the wrong resolution. i always rather use it in the native resolution. that effect will probably be more noticeable in a low ppi screen like the deck’s.
I personally find the sharpened look of FSR to look really bad to the point where I prefer conventional bilinear upscaling, not to mention that using FSR also uses precious compute time on weaker systems.
FSR1 is pretty bad as it’s just upscaling the static image, I agree.
FSR2/3, XeSS and DLSS are temporal, meaning they use info from the previous frames to construct a higher resolution image that gives much better results. They also need to be implemented in the game engine, meaning not every game supports them.
That might explain why I don’t have the highest opinion of FSR. I’ve only used it in Counter Strike 2 and Godot. I’ve never tried XeSS or DLSS but thanks to your comment I just learned that XeSS can apparently run non intel GPU vendors from their github page
you can always just run the games at that resolution
That’s fair. I’d just rather not pay for pixels I won’t use (/s)
Just donate the extra pixels to charity, problem solved!
There’s also an argument to be made for the pixels not being an ideal multiple. Maybe it matters less when there are 3440x1440 of them on a traditional screen, but the blurriness caused by this effect at small screen sizes is quite noticeable on text.
i think screens look blurry in the wrong resolution. i always rather use it in the native resolution. that effect will probably be more noticeable in a low ppi screen like the deck’s.
Or at 720p, as this is a 16:9 aspect ratio, and running stuff on it at 16:10 will look weird.
Yes, but they will have to be upscaled somehow, which will noticeably reduce clarity.
FSR2/XeSS upscaling pretty much acts as free anti aliasing, making it look better. And you get better UI rendering.
I personally find the sharpened look of FSR to look really bad to the point where I prefer conventional bilinear upscaling, not to mention that using FSR also uses precious compute time on weaker systems.
FSR1 is pretty bad as it’s just upscaling the static image, I agree.
FSR2/3, XeSS and DLSS are temporal, meaning they use info from the previous frames to construct a higher resolution image that gives much better results. They also need to be implemented in the game engine, meaning not every game supports them.
That might explain why I don’t have the highest opinion of FSR. I’ve only used it in Counter Strike 2 and Godot. I’ve never tried XeSS or DLSS but thanks to your comment I just learned that XeSS can apparently run non intel GPU vendors from their github page