this post was submitted on 10 Sep 2023
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That really just means AMD gave them a lot of money, and they just made sure FSR2 worked. lol
I've got a 7900XTX Ultra, and FSR2 does literally nothing, which is hilarious.
100% resolution scale, 128 FPS.
75% resolution scale .. 128 FPS.
50% resolution scale, looking like underwater potatoes ... 128 FPS.
I don't know how it's possible to make an engine this way, it seems CPU-bound and I'm lucky that I upgraded my CPU not too long ago, I'm outperforming my friend who has an RTX 4090 in literally all scenes, indoor, ship, and outdoor/planet.
He struggles to break 70 FPS on 1080p Ultra, meanwhile I'm doing 4K Ultra.
Creation Engine has always been cpu-bound since gamebryo era.
I have noticed it's better anti-aliasing than the forced TAA (once I forced it off)
Some of the benchmarks definitely pointed out that it was CPU bound in many areas (eg. the cities).
I think the HUB one mentioned that some of the forested planets were much more GPU bound and better for testing.
I'm on a tv so capped at 60fps, but I do see a power usage difference with FSR - 75% vs FSR- 100% that's pretty substantial on my 7900xt.
#include "fsr2.h"
Ok, can we have the monies please?