![]() The NVIDIA DLSS Frame Generation is excellent, the overall image quality is quite impressive. To be fair, DLSS also has these shimmering problems, but only in motion at extreme angles, and with DLSS you have the ability to minimize these issues by upgrading to the newer DLSS version 2.5.1. Flying birds have black trails behind them, for example. ![]() XeSS on the other hand, does not have these shimmering issues at all, but XeSS is suffering from ghosting at medium and far distances. This is the same level of shimmering that we've previously seen in The Witcher 3 Wild Hunt with FSR 2.1. ![]() We spotted excessive shimmering and flickering on character hair, vegetation and tree leaves they are shimmering even when standing still. The FSR 2.1 implementation comes with a few compromises in image quality-in favor of performance in most sequences of the game. When using DLSS, the image was stable in motion in all Quality modes, the level of detail rendered in vegetation and tree leaves is improved in comparison to the in-game TAA solution, and small details in the distance, such as thin steel objects, are rendered more correctly and completely. Hogwarts Legacy is an action game with a lot of small particle effects on screen during combat, so when using any temporal upscaling solutions, the stability of the image is key to enjoyable gameplay. If DP4a instructions aren't available, as on the Radeon RX 5700 XT, slower INT24 instructions are used instead. These use the "Standard XeSS upscaling model," which is somewhat simpler, with lower performance and quality compared to what you get on Arc GPUs (we use the compatibility model on our RTX 4080). 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." 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. 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. Also, even when DLSS is updated to version 2.5.1, which disables any built-in DLSS sharpening filter, in this game the developers have implemented their own sharpening solution, so you can use it together with the latest DLSS version. The sharpening filter does not cause any negative side effects when using upscaling. The inclusion of a separate sharpening filter for DLSS and FSR 2.1 is a great option to have, especially when it is properly implemented, like in Hogwarts Legacy. Even though DLSS and FSR 2.1 are using the same sharpening slider, the actual amount of sharpening applied is very different even if it is set to equal values, that's why we used a setting of 0 for all sharpening filter values in our testing. By default, the game sets the sharpening values for DLSS at 0 and for FSR 2.1 at 0.2. However, the DLSS 2.5 and FSR 2.1 implementations, both have the ability to use a sharpening filter in the render path through a sharpening slider. But depending on the game, there are subtle differences in the implementation of NVIDIA's DLSS Super Resolution (DLSS 2.5), NVIDIA's DLSS Frame Generation (also known as DLSS 3), NVIDIA's Deep Learning Anti-Aliasing (DLAA), Intel's Xe Super Sampling (XeSS) and AMD's FidelityFX Super Resolution 2.1 (FSR 2.1), so we are keen to have a look at these temporal upscalers in this game.ĬonclusionIn Hogwarts Legacy, the in-game TAA, DLAA solution and XeSS do not use any sharpening filter in the render path and it's not possible to enable it using a separate sharpening slider. 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. IntroductionHogwarts Legacy is out now on PC, with plenty of additional visual enhancements over its PlayStation 5 and Xbox Series release, such as higher quality ray tracing effects: ray traced reflections, ray traced shadows, ray traced ambient occlusion, full support for ultra-wide screens, and this version on PC also has support for NVIDIA's DLSS Super Resolution (DLSS 2.5), NVIDIA's DLSS Frame Generation (also known as DLSS 3), NVIDIA's Deep Learning Anti-Aliasing (DLAA), Intel's Xe Super Sampling (XeSS) and AMD's FidelityFX Super Resolution 2.1 (FSR 2.1).
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