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The FSR 2.0 implementation comes with noticeable compromises in image quality-in favor of performance in most sequences of the game. We not sure if it's a wrong LOD bias setting or just a bug, as it appears individually on random textures and not on the whole image. The DLAA output does not have this issue as it occurs only when using DLSS (and also FSR 2.0).
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When swinging through the city, some objects, like billboards, might appear low-resolution. The only downside with DLSS that we've discovered is the quality of some distanced textures in the game world. When using DLSS or DLAA, the image with it enabled was stable in motion, 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 wires or thin steel objects, are rendered more correctly and completely. Marvel's Spider-Man Remastered is a fast paced action game, so when using any temporal upscaling solutions, the temporal stability of the image is key to enjoyable gameplay. Speaking of image quality, there are a few important issues of note. We hope that the Spider-Man Remastered developers will do the same in the near future. We saw the same issues excessive sharpening values in the God of War PC port and the God of War developers patched these issues a few weeks after initial release. Insomniac Games, in collaboration with Nixxes Software, have implemented the newest DLSS and FSR versions, so the underlying technology has the ability to add a customizable sharpening pass, but the developers chose not to include that feature. Only the IGTI and native TAA image does not use any sharpening filter in the render path. The image looks grainy and too sharp, especially outdoors in the city, but less noticeable indoors and during cutscenes. ConclusionIn Marvel's Spider-Man Remastered, DLSS, DLAA and FSR 2.0 use a sharpening filter in the render path without the ability to tweak the sharpening level, and the developers decided to set the sharpening filters in those render paths to the highest available value, which results in a heavily oversharpened image even at high resolutions.
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