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  • 00:00

    Up until now, the only thing AMD has to compete with DLSS and other upscaling methods has
    Up until now, the only thing AMD has to compete with DLSS and other upscaling methods has

  • 00:04

    been FSR 1.0, which is little more than a clever stretch and sharpening filter, and
    been FSR 1.0, which is little more than a clever stretch and sharpening filter, and

  • 00:09

    has only been featured in a handful of titles.
    has only been featured in a handful of titles.

  • 00:11

    But two things are now happening to bolster AMD’s upscaling arsenal.
    But two things are now happening to bolster AMD’s upscaling arsenal.

  • 00:15

    The first is to get something like FSR working in all games, instead of just the ones that
    The first is to get something like FSR working in all games, instead of just the ones that

  • 00:18

    are supported.
    are supported.

  • 00:19

    They have called this technology RSR, and it’s enabled in the graphics drivers, meaning
    They have called this technology RSR, and it’s enabled in the graphics drivers, meaning

  • 00:23

    it should work in most games straight away.
    it should work in most games straight away.

  • 00:26

    This makes it a more direct competitor to Nvidia’s NIS, which is already out, and
    This makes it a more direct competitor to Nvidia’s NIS, which is already out, and

  • 00:30

    which I’ve been using for a while.
    which I’ve been using for a while.

  • 00:31

    It’s nowhere near as powerful as something like DLSS, but it’s still a nice way to
    It’s nowhere near as powerful as something like DLSS, but it’s still a nice way to

  • 00:35

    bring out a bit more clarity and sharpness when you’re gaming at a lower resolution.
    bring out a bit more clarity and sharpness when you’re gaming at a lower resolution.

  • 00:39

    In theory, there should be no difference between FSR and RSR’s upscaling.
    In theory, there should be no difference between FSR and RSR’s upscaling.

  • 00:42

    However, if you’re playing a game that already supports FSR, then you would be better of
    However, if you’re playing a game that already supports FSR, then you would be better of

  • 00:46

    sticking with that instead of activating RSR, simply because FSR keeps the HUD at native
    sticking with that instead of activating RSR, simply because FSR keeps the HUD at native

  • 00:51

    resolution.
    resolution.

  • 00:52

    RSR doesn’t do this- it renders the game AND the HUD at a lower resolution, so it won’t
    RSR doesn’t do this- it renders the game AND the HUD at a lower resolution, so it won’t

  • 00:57

    look quite as good.
    look quite as good.

  • 00:58

    Now something like this is a small price to pay for universal support, but it is a reason
    Now something like this is a small price to pay for universal support, but it is a reason

  • 01:02

    for why FSR support in a game is still better.
    for why FSR support in a game is still better.

  • 01:05

    The BIGGEST problem with RSR that I can see is that it only supports RDNA cards- that
    The BIGGEST problem with RSR that I can see is that it only supports RDNA cards- that

  • 01:09

    is, the Radeon 5000 and 6000 series, and the upcoming Steamdeck console.
    is, the Radeon 5000 and 6000 series, and the upcoming Steamdeck console.

  • 01:14

    It sounds like it won’t be supported on older cards, like the Polaris 570 or 580,
    It sounds like it won’t be supported on older cards, like the Polaris 570 or 580,

  • 01:18

    or the Vega 56 or 64.
    or the Vega 56 or 64.

  • 01:20

    It doesn’t even sound like the 5000 series of APUs will be supported, despite being released
    It doesn’t even sound like the 5000 series of APUs will be supported, despite being released

  • 01:25

    less than a year ago- since they still use the older Vega graphics cores.
    less than a year ago- since they still use the older Vega graphics cores.

  • 01:29

    If this is the case then it’s a real shame, because it’s cards like these that would
    If this is the case then it’s a real shame, because it’s cards like these that would

  • 01:32

    benefit the most from a technology like RSR.
    benefit the most from a technology like RSR.

  • 01:35

    I’m not sure if this is AMD simply trying to cut support for older cards, or if they
    I’m not sure if this is AMD simply trying to cut support for older cards, or if they

  • 01:38

    are genuinely incompatible with it, but it has left a lot of people upset… and it gives
    are genuinely incompatible with it, but it has left a lot of people upset… and it gives

  • 01:43

    the 6500 XT another reason to exist.
    the 6500 XT another reason to exist.

  • 01:45

    The other -arguably BIGGER announcement- is AMD’s unveiling of FSR 2.0!
    The other -arguably BIGGER announcement- is AMD’s unveiling of FSR 2.0!

  • 01:51

    This looks to be a lot more like DLSS, in that it uses motion vectors to try and build
    This looks to be a lot more like DLSS, in that it uses motion vectors to try and build

  • 01:55

    up a better-quality image over time, resulting in something that, in many ways, looks as
    up a better-quality image over time, resulting in something that, in many ways, looks as

  • 01:59

    good, or even better than native resolution does!
    good, or even better than native resolution does!

  • 02:01

    I don’t see much point in analysing the video showcases that they have of this, since
    I don’t see much point in analysing the video showcases that they have of this, since

  • 02:05

    the limited bitrate kills any chance of making out finer details.
    the limited bitrate kills any chance of making out finer details.

  • 02:08

    So we’re left comparing this single image, which they’ve displayed in FSR 1, FSR 2,
    So we’re left comparing this single image, which they’ve displayed in FSR 1, FSR 2,

  • 02:13

    and natively.
    and natively.

  • 02:14

    FSR appears is using the ‘performance’ preset, so just know that there will be better-looking
    FSR appears is using the ‘performance’ preset, so just know that there will be better-looking

  • 02:19

    settings as well.
    settings as well.

  • 02:20

    Comparing FSR 2 with FSR 1, you can see that it’s a major improvement.
    Comparing FSR 2 with FSR 1, you can see that it’s a major improvement.

  • 02:24

    It gets rid of that fuzzy, painted look of textures- and the bricks now look like bricks
    It gets rid of that fuzzy, painted look of textures- and the bricks now look like bricks

  • 02:28

    instead of whatever this horrendous mess is.
    instead of whatever this horrendous mess is.

  • 02:30

    It also allows for sharper, crisper edges and details, which is evident on these roof
    It also allows for sharper, crisper edges and details, which is evident on these roof

  • 02:34

    top edges, as well as on this railing just here.
    top edges, as well as on this railing just here.

  • 02:37

    I don’t think it does shadows as well, though- it over-sharpens them, making it evident that
    I don’t think it does shadows as well, though- it over-sharpens them, making it evident that

  • 02:42

    it’s rendering them at a quarter of the resolution, and it isn’t even making that
    it’s rendering them at a quarter of the resolution, and it isn’t even making that

  • 02:45

    look smooth.
    look smooth.

  • 02:46

    You can also make this out around the entrance to the Garden of Perception, suggesting that
    You can also make this out around the entrance to the Garden of Perception, suggesting that

  • 02:49

    checkerboard rendering or something like is being used and that it isn’t fully resolved
    checkerboard rendering or something like is being used and that it isn’t fully resolved

  • 02:53

    to a higher resolution.
    to a higher resolution.

  • 02:54

    And I’d argue it even looks a bit worse around edges of details on this sign, again
    And I’d argue it even looks a bit worse around edges of details on this sign, again

  • 02:58

    appearing as blocks of 4 pixels of alternating colours.
    appearing as blocks of 4 pixels of alternating colours.

  • 03:01

    FSR 2.0 isn’t without its problems, but it is certainly better and more detailed looking
    FSR 2.0 isn’t without its problems, but it is certainly better and more detailed looking

  • 03:06

    than FSR 1.0 is.
    than FSR 1.0 is.

  • 03:07

    And if we compare it with native quality, again, it wins some, and loses some.
    And if we compare it with native quality, again, it wins some, and loses some.

  • 03:12

    The big win is to the thin lines- the lines on these balloon things here look much better
    The big win is to the thin lines- the lines on these balloon things here look much better

  • 03:16

    with FSR enabled, and it also results in much better anti-aliasing along the edges of this
    with FSR enabled, and it also results in much better anti-aliasing along the edges of this

  • 03:21

    wall.
    wall.

  • 03:22

    Native resolution, in comparison, makes a right mess of these things, looking overly
    Native resolution, in comparison, makes a right mess of these things, looking overly

  • 03:25

    dithered and shimmery.
    dithered and shimmery.

  • 03:26

    Now, I’ve noticed this conspiracy theory in recent years that temporal anti-aliasing
    Now, I’ve noticed this conspiracy theory in recent years that temporal anti-aliasing

  • 03:30

    looks particularly bad in DLSS-supported titles, which I guess suggests that it’s done to
    looks particularly bad in DLSS-supported titles, which I guess suggests that it’s done to

  • 03:34

    make DLSS look better.
    make DLSS look better.

  • 03:35

    But you can see it’s the case here as well, so maybe we can conclude from this that Temporal
    But you can see it’s the case here as well, so maybe we can conclude from this that Temporal

  • 03:39

    AA just generally looks bad.
    AA just generally looks bad.

  • 03:41

    Now, if we move over to this wall texture here, it’s more of a mixed bag for FSR,
    Now, if we move over to this wall texture here, it’s more of a mixed bag for FSR,

  • 03:45

    and I think will be down to personal preference which you prefer.
    and I think will be down to personal preference which you prefer.

  • 03:48

    FSR 2.0 makes it look more detailed and grainy, but I’m not sure it’s meant to- I’m
    FSR 2.0 makes it look more detailed and grainy, but I’m not sure it’s meant to- I’m

  • 03:52

    a little bit concerned by all the completely black pixels I can see here.
    a little bit concerned by all the completely black pixels I can see here.

  • 03:56

    There just seem to be TOO MANY for the brick texture that it’s trying to represent, so
    There just seem to be TOO MANY for the brick texture that it’s trying to represent, so

  • 04:00

    yes, it might just be over-sharpening doing its thing, or it could be something a little
    yes, it might just be over-sharpening doing its thing, or it could be something a little

  • 04:04

    bit more sinister.
    bit more sinister.

  • 04:05

    You can definitely see, though, that native image doesn’t suffer from the same dithered-looking
    You can definitely see, though, that native image doesn’t suffer from the same dithered-looking

  • 04:09

    shadows as FSR 2.0 has.
    shadows as FSR 2.0 has.

  • 04:11

    In other words: FSR wins some, it loses some, but the biggest win for it is that it achieves
    In other words: FSR wins some, it loses some, but the biggest win for it is that it achieves

  • 04:16

    something similar-looking to native resolution overall, but at a much higher framerate.
    something similar-looking to native resolution overall, but at a much higher framerate.

  • 04:20

    All in all, I’m happy to say that FSR 2.0 looks like a BIG leap in the right direction
    All in all, I’m happy to say that FSR 2.0 looks like a BIG leap in the right direction

  • 04:25

    for AMD.
    for AMD.

  • 04:26

    Whether it’s quite up to DLSS standards remains to be seen- there seems to be an awful
    Whether it’s quite up to DLSS standards remains to be seen- there seems to be an awful

  • 04:30

    lot of dithering going on, and what looks almost like colour chroma subsampling where
    lot of dithering going on, and what looks almost like colour chroma subsampling where

  • 04:34

    different colours meet, which I’ve never noticed in DLSS before.
    different colours meet, which I’ve never noticed in DLSS before.

  • 04:37

    But it sure beats FSR 1.0, and AMD claims they aren’t even using ‘AI’ to do it.
    But it sure beats FSR 1.0, and AMD claims they aren’t even using ‘AI’ to do it.

  • 04:42

    Honestly, I’m not sure how much of DLSS is AI, either- the motion vectors seem to
    Honestly, I’m not sure how much of DLSS is AI, either- the motion vectors seem to

  • 04:46

    play a large part in the process, and the rest just seems to be how well it tidies up
    play a large part in the process, and the rest just seems to be how well it tidies up

  • 04:50

    the result, so provided FSR can keep up with DLSS at removing trails behind stuff, then
    the result, so provided FSR can keep up with DLSS at removing trails behind stuff, then

  • 04:54

    I think it should be quite an even match.
    I think it should be quite an even match.

  • 04:57

    Unlike RSR, though, FSR 2.0 unfortunately requires per-game/engine support.
    Unlike RSR, though, FSR 2.0 unfortunately requires per-game/engine support.

  • 05:01

    But in titles where it is available, it looks set to be a no-brainer to enable it, simply
    But in titles where it is available, it looks set to be a no-brainer to enable it, simply

  • 05:06

    to get the massive framerate boosts it can deliver over rendering it at native resolution.
    to get the massive framerate boosts it can deliver over rendering it at native resolution.

  • 05:10

    Those who want better image quality should still use it, but maybe at higher quality
    Those who want better image quality should still use it, but maybe at higher quality

  • 05:14

    setting like quality or ultra quality, or even to use an above-native resolution.
    setting like quality or ultra quality, or even to use an above-native resolution.

  • 05:18

    So yeah, it’s a very exciting update to AMD’s upscaling technologies.
    So yeah, it’s a very exciting update to AMD’s upscaling technologies.

  • 05:22

    They aren’t without their drawbacks and disappointments, but it looks set to bring
    They aren’t without their drawbacks and disappointments, but it looks set to bring

  • 05:25

    AMD’s technologies to more in line with Nvidia currently has, and to brace them for
    AMD’s technologies to more in line with Nvidia currently has, and to brace them for

  • 05:29

    whatever Intel’s about to throw at us, too.
    whatever Intel’s about to throw at us, too.

All

RSR Released and FSR 2.0 Announced

67,477 views

Video Language:

  • English

Caption Language:

  • English (en)

Accent:

  • English (UK)

Speech Time:

99%
  • 5:30 / 5:31

Speech Rate:

  • 218 wpm - Fast

Category:

  • Science & Technology

Intro:

Up until now, the only thing AMD has to compete with DLSS and other upscaling methods has
been FSR 1.0, which is little more than a clever stretch and sharpening filter, and
has only been featured in a handful of titles.. But two things are now happening to bolster AMD’s upscaling arsenal.
The first is to get something like FSR working in all games, instead of just the ones that
are supported.. They have called this technology RSR, and it’s enabled in the graphics drivers, meaning
it should work in most games straight away.. This makes it a more direct competitor to Nvidia’s NIS, which is already out, and
which I’ve been using for a while.. It’s nowhere near as powerful as something like DLSS, but it’s still a nice way to
bring out a bit more clarity and sharpness when you’re gaming at a lower resolution.
In theory, there should be no difference between FSR and RSR’s upscaling.
However, if you’re playing a game that already supports FSR, then you would be better of
sticking with that instead of activating RSR, simply because FSR keeps the HUD at native
resolution.. RSR doesn’t do this- it renders the game AND the HUD at a lower resolution, so it won’t
look quite as good.. Now something like this is a small price to pay for universal support, but it is a reason
for why FSR support in a game is still better..

Video Vocabulary

/ˈnōˌ(h)wer/

adjective adverb pronoun

having no prospect of progress or success. Not in or at any place; no place. no place.

/streCH/

noun verb

act of stretching one's limbs or body. To make something bigger by pulling on it.

/ˈklerədē/

noun

intelligibility.

/strāt/

adjective adverb noun

Not having curves, bends, or angles. in straight line. part of something that is not curved.

/plā/

verb

To perform music on an instrument.

/dəˈspīt/

noun preposition

contemptuous treatment or behaviour. Without being affected by something; in spite of.

/ˌôlˈredē/

adverb

before or by now or time in question.

/ˈɡrafiks/

noun other

products of graphic arts. Images on a computer screen or TV.

/ˈsəmˌTHiNG/

adverb pronoun

used for emphasis with following adjective functioning as adverb. Thing that is not yet known or named.

/ˈaktəˌvāt/

verb

To make something start working.

/ˈpräbləm/

adjective noun

Causing trouble. Question to show understanding of a math concept.

/ˈSHärpnəs/

noun

quality or state of being sharp.

/kəmˈpedədər/

noun

Someone taking part in race, business, etc..

/ˈrendər/

noun verb

first coat of plaster applied to brick or stone surface. To show or present something.