Red Dead Redemption is one of the highest-profile games that has been stuck on seventh-gen console hardware - so a PS4 …

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I initially suspected we were just looking at simple TAA on PS5, but the options menu indicates that FSR2 is actually in use here - AMD’s popular temporal upsampling and anti-aliasing solution. The weird thing is that every shot on both PS4 Pro and PS5 seems to resolve to a full 4K resolution, meaning the FSR2 is providing anti-aliasing coverage without a performance benefit, as the game is already running at native resolution. There’s a possibility dynamic res is in place, but I didn’t spot any evidence of it in my testing. It’s unusual for sure, but that seems to be the situation. So, in effect, developer Double Eleven is using FSR2 as a temporal super-sampler - and the benefits are obvious. Xbox consoles retain the 2x MSAA of Xbox 360 and while it’s still impressive on One X and Series X in particular, PlayStation just looks smoother and cleaner.

佐藤カズマ
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Careful, everyone. This user’s a hero.

Dudewitbow
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Its unusual for FSR. But the upscaling tech roots in anti aliasing. DLSS was originally designed to be an anti aliasing tech, quite litterally in the name (Deep Learning Super Sampling), so it isnt out of the picture that FSR could be used for the same. It was only later marketed to get more performance at lower resolutions afterword. (Im aware the post is not your thoughts, just more of a response to the specific segment you pointed out)

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