FSR or TAA upscaling?

Any opinions? I actually did a test on unity’s spaceship vfx demo, comparing FSR and TAAU – and I really can’t make a decision. Maybe a different scene would give clearer results.

If i used FSR, alongside temporal antialiasing, would there be any big difference between that and using Temporal Upscaling? Performance/visuals?

It is a bit content dependent. Generally, the TAAU tends to produce more detailed images, while FSR + TAA will have a softer look. Generally, if your project is ok with TAA, we suggest to start with TAAU and explore alternative if not satisfied. You might prefer the look that comes out of FSR or not be ok with the usual artifact that come with TAA (and TAAU as a consequence).

The two filters have a different philosophy, one is a spatial only filter (FSR) so it acts on information of the current frame only, while TAAU is a temporal filter as well similar to what DLSS does.

Performance depends on your use case, TAAU in itself has similar performance than normal TAA at high quality preset, however just like DLSS and unlike FSR and other options, all the post-processing is done at full final resolution, so this might end up having the cost going up. OTOH FSR is an additional pass altogether you will need to pay alongside the normal AA pass. What ends up being faster depends on your case, my bet is that FSR might be faster on the avg case.
However consider that with Dynamic Resolution if a method allows you to scale down further compared to another, the overall performance can change based on that too.

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I think both are great at reducing resolution to improve GPU performance. They both are bad when it comes to aliasing and artifacts. Basically both techniques make things look worse when camera is moving. So if your scene has many hard metallic surface, then use them with caution as things will start to jiggle like crazy. Otherwise, they are neck in neck in my opinion.

I just stick to DLSS and all is solved :slight_smile:

Regarding TAAU, you can tweak the behaviour w.r.t flickering and such with the usual TAA options.

yes but it smudges things and at aggressive resolutions it is worse. So, at the end while there is a choice, there really isn’t. Unless you are developing for switch and performance trumps all other concerns.

Using HDRP, at least for me is a sign that the project requires modern rendering quality to be achieved and unfortunately, in Unity, it is barely reachable with DLSS + HDRP. So, TAAU and FSR really isn’t on my table. Great for performance but it already takes away from the lacking visual fidelity.

Can I honestly ask you something? Why is super resolution not supported with Dynamic Resolution? Is it a technical thing or are you guys just not wanting us to super resolution stuff? I kind of feel you guys are just putting in safety breaks for us but it really is not necessary. It really should be supported. My knowledge on dynamic resolution is not great, but I keep getting the feeling that it is an arbitrary limit set by the devs. It is not like current Unity is running great anyway, so at least give us the freedom to choose quality :slight_smile:

From my experience TAAU is far superior to FSR and is the way to go when you want to use TAA anyway.
I did some tests recently with 1080p (50%) upscaled to 4K, so the worst case when it comes to upscaling (anything below that isn’t really usable at all).

Here are the results (huge 4K pictures, so better open them in a new tab to see the full resolution);


FSR


TAAU


Native 4K

So TAAU preserves much more detail compared to FSR and results in better AA too, it’s pretty close to the native 4K result despite it’s low input resolution.

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Not sure about TAAU but FSR 2.0 should be way better than the current FSR 1.0.

We’re currently working on a version for it, soon to be released!