• SoJB@lemmy.ml
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        2 months ago

        There’s also an argument to be made for the pixels not being an ideal multiple. Maybe it matters less when there are 3440x1440 of them on a traditional screen, but the blurriness caused by this effect at small screen sizes is quite noticeable on text.

      • umbrella@lemmy.ml
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        2 months ago

        i think screens look blurry in the wrong resolution. i always rather use it in the native resolution. that effect will probably be more noticeable in a low ppi screen like the deck’s.

    • morgan423@lemmy.world
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      2 months ago

      Or at 720p, as this is a 16:9 aspect ratio, and running stuff on it at 16:10 will look weird.

      • JohnEdwa@sopuli.xyz
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        2 months ago

        FSR2/XeSS upscaling pretty much acts as free anti aliasing, making it look better. And you get better UI rendering.

        • yonder@sh.itjust.works
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          2 months ago

          I personally find the sharpened look of FSR to look really bad to the point where I prefer conventional bilinear upscaling, not to mention that using FSR also uses precious compute time on weaker systems.

          • JohnEdwa@sopuli.xyz
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            2 months ago

            FSR1 is pretty bad as it’s just upscaling the static image, I agree.
            FSR2/3, XeSS and DLSS are temporal, meaning they use info from the previous frames to construct a higher resolution image that gives much better results. They also need to be implemented in the game engine, meaning not every game supports them.

            • yonder@sh.itjust.works
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              2 months ago

              That might explain why I don’t have the highest opinion of FSR. I’ve only used it in Counter Strike 2 and Godot. I’ve never tried XeSS or DLSS but thanks to your comment I just learned that XeSS can apparently run non intel GPU vendors from their github page