![]() If DP4a instructions aren't available, like on Radeon RX 5700 XT, slower INT24 instructions are used instead. These use the "Standard XeSS upscaling model," which is a bit simpler, with lower performance and quality compared to what you get on Arc GPUs (this is the model we're running on our RTX 3060). Intel also provides an optimized kernel for Intel Integrated Graphics, and another compatibility kernel, used for all other architectures that support Shader Model 6.4, e.g. This is the most advanced model, too, that not only performs better in terms of FPS, but also offers the best upscaling quality, Intel calls this "Advanced XeSS upscaling model". The first is the kernel that gets used on Intel Arc GPUs with XMX engines. XeSS comes with three upscaling kernels that are optimized for various architectures. FSR 2.0 has a significantly better texture detail in the overall image, compared to DLSS, XeSS and also native TAA, across all resolutions, and that's not because of the sharpening filters in the FSR 2.0 image, as we turned that down in our testing. What's the most interesting difference between FSR 2.0, DLSS and XeSS is the overall texture detail. In the FSR 2.0, DLSS and XeSS image, most of the edges of the game geometry are smoothed well, whereas the native TAA image has a more pixelated look. Also, all of the available upscaling solutions have better quality than the built-in anti-aliasing solution. FSR 2.0, DLSS and XeSS deal better with small thin objects that are far away, like wires, for example, and the quality of steel objects is improved by eliminating shimmering at lower resolutions. With FSR 2.0, DLSS or XeSS active, the image quality is very noticeably upgraded at all resolutions compared to native TAA. To keep it fair in our testing, we disabled all sharpening for all available upscaling and anti-aliasing solutions. ![]() Unfortunately, the XeSS implementation does not support a separate sharpening filter slider and does not use any sharpening filter in its render path. But depending on the game, there are subtle differences in the implementation of Intel's Xe Super Sampling (XeSS), NVIDIA's Deep Learning Super Sampling (DLSS) and AMD's FidelityFX Super Resolution 2.0 (FSR 2.0), so we are keen to have a look at these in this game.ĬonclusionIn Death Stranding Director's Cut, the in-game TAA solution, DLSS and FSR 2.0 implementations use a sharpening filter in the render path, and the game has the ability to tweak the sharpening values through separate sliders. In order to run this game at maximum graphics settings and reasonable framerates at native resolution, quite a powerful GPU is required, which is why upscaling solutions are so important. ![]() XeSS, DLSS and FSR 2.0 work on the principle of getting the game to render everything except the HUD and post-FX at a lower resolution than the display is capable of, and then upscaling it using sophisticated algorithms that make the output look as if it was rendered at native resolution. The latest update also added official support for AMD's FidelityFX Super Resolution 2.0 (FSR 2.0). IntroductionFollowed by our previous testing of Intel's Xe Super Sampling (XeSS) for Shadow of the Tomb Raider and Marvel's Spider-Man Remastered, Death Stranding Director's Cut is the next AAA-game to receive official XeSS support through a game update.
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