AMD, Intel and NVIDIA push their super-sampling technologies even further

Written by Guillaume
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More and more video games support DLSS, FSR or XeSS, or all three at the same time.

The engraving finesse of semiconductors continues to progress, year after year, but advances are made more slowly, seem less decisive than in the past, and are much more expensive. Although they don't make it clear, the industry's leading companies are very clear on one point: it's becoming more and more difficult to increase GPU computing power while keeping prices reasonable for the general public and - as you'd expect, but nothing official here - maintaining "sufficient" operating margins. The latest generation of graphics cards thus marked a further increase in prices and, to maintain performance gains, both AMD and NVIDIA put their latest super-sampling technologies to the fore.

A pioneer in super sampling, NVIDIA boasts the largest number of compatible games © NVIDIA

Called FidelityFX Super Resolution (FSR) at AMD, Xe Super Sampling (XeSS) at Intel or Deep Learning Super Sampling (DLSS) at NVIDIA, these technologies are all based on the same principle: they involve calculating the scene of a video game in an image definition lower than that which will actually be displayed. For example, the GPU calculates a scene in 1080p, but thanks to powerful upscaling algorithms, the displayed image is in 1440p. Of course, the algorithms have to be efficient so that gamers don't notice the "trickery", and if done well enough, this frees up GPU resources for other tasks, other calculations. NVIDIA is the most advanced in this technology, and its DLSS is already in its third version, with the introduction of an even more advanced frame generation system. In this case, the algorithms no longer simply upscale the image: they generate intermediate frames from the previous ones in order to further unload the GPU.

AMD is making rapid progress, but is still a long way from its competitor © AMD

Beyond the mere technical impact of these solutions, they must of course be accepted and supported by game development studios. To be perfectly honest, at first it took a while for the sauce to take hold, as the studios in question didn't necessarily realize the value of these techniques. Today, this is clearly no longer the case, and the number of games supported is increasing rapidly, whether we're talking about FSR, XeSS or DLSS. The latter is a pioneer and is now implemented in over 320 " games and applications ", as NVIDIA puts it. In fact, over 320 games use DLSS, but not all of them do so to the same extent. As NVIDIA explains on its dedicated page, some games make do with DLSS1(Anthem or Battlefield V), while others go as far as the latest version, DLSS3(Atomic Heart, Forza Horizon 5, Microsoft Flight Simulator).

Intel's latest arrival already has many partners © Intel

At AMD, FSR has recently been upgraded to version 2, with much improved image quality, especially for animated scenes. Here, we're talking about more than 170 games, even if AMD's communication is a little less legible than NVIDIA's. The Radeon developer also insists that more and more studios are placing their trust in it, and that over fifty titles will soon be FSR2. AMD's technology has the advantage of being open, unlike NVIDIA's, which is proprietary. Finally, Intel has recently returned to the graphics card market with its own solution, XeSS. Of course, having come last, Intel hasn't yet been able to convince many studios, but it is taking advantage of its competitors' success to quickly bring together multiple studios, and can already announce that " more than 50 games " are already using XeSS. One note, however: in its communication, Intel mentions the game Grid Legends, which is not yet XeSS.