![]() ![]() Speaking of performance, compared to DLSS in this game, FSR 2.2 basically works identically to DLSS 2.4 in terms of performance gains across all resolutions. The DLSS implementation also isn't perfect in terms of how it handles the ghosting issues, but they start to be visible only at 4K Performance mode in very fast driving scenarios, for example. In comparison to DLSS, FSR 2.2 has more ghosting issues behind cars, and it also has very noticeable black smearing artifacts behind cars in front of the player at medium and far distances, which most people will find quite distracting-all of these issues you can spot even in 4K Quality mode. ![]() ![]() The second-most-noticeable difference is how FSR 2.2 deals with ghosting. In the FSR 2.2 image, most of the edges of the game geometry are smoothed well, where in the DLSS image they have a somewhat more pixelated look. One of the most noticeable differences in image quality between DLSS and FSR 2.2 is the quality of the built-in anti-aliasing. We spotted excessive shimmering and flickering on thin objects and especially steel objects they are shimmering even when standing still. The FSR 2.2 implementation comes with noticeable compromises in image quality-in favor of performance in most sequences of the game. When using DLSS, the image was stable in motion in 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 wires or thin steel objects, are rendered more correctly and completely. Forza Horizon 5 is a fast paced racing game, so when using any temporal upscaling solutions, the temporal stability of the image is key to enjoyable gameplay. Speaking of overall image quality, there are also a few important issues of note. At lower internal resolutions, such as 1080p DLSS/FSR 2.2 Quality mode for example, the default value of 5 for sharpening filters can cause negative side effects in this game, such as excessive shimmering in motion, so we recommend to set the sharpening filter value to p resolution, when using upscaling. The inclusion of a separate sharpening filter for each upscaling and temporal anti-aliasing solution is a great option to have, but there is one important issue of note. We used the default value of 5 for all sharpening filter values in our testing. Depending on the game, there are subtle differences in the implementation of NVIDIA's Deep Learning Super Sampling (DLSS) and AMD's FidelityFX Super Resolution 2.2 (FSR 2.2), so we are keen to test both in Forza Horizon 5.ĬonclusionIn Forza Horizon 5, the in-game TAA solution, DLAA, DLSS and FSR 2.2 implementations all use a sharpening filter in the render path, and the game has the ability to tweak the sharpening values through separate sliders. 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. With the addition of ray traced reflections during races on PC, the game is now even more GPU demanding than before. The upgrade to ray traced reflections will apply to two new presets: Ultra (half resolution ray traced reflections) and Extreme (full resolution ray traced reflections). IntroductionForza Horizon 5 recently received an update on PC with new enhancements to the game graphics, such as ray traced reflections in free roam and races, support for AMD FidelityFX Super Resolution 2.2 (FSR 2.2), NVIDIA's Deep Learning Anti-Aliasing (DLAA) and NVIDIA's Deep Learning Super Sampling (DLSS). ![]()
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