Marvels Avengers screenshots header 1

Marvel’s Avengers is the first game that supports both NVIDIA DLSS and AMD FSR

Square Enix, Crystal Dynamics and EIDOS Montreal have released a new patch for Marvel’s Avengers that adds support for AMD’s FSR. As such, this game is the first that supports both NVIDIA’s DLSS and AMD’s FidelityFX Super Resolution.

As Crystal Dynamics noted, AMD FidelityFX Super Resolution has replaced Fidelity FX CAS. Thus, AMD and NVIDIA users can use this new tech. Additionally, NVIDIA RTX owners can also use DLSS.

Now the bad news is that Marvel’s Avengers is most likely using an older version of DLSS 2.0. Still, and since this is the first game that supports DLSS and FSR, we are downloading it from Steam in order to test both of them. Here is hoping that we will be able to replace the DLSS file that the game uses with the one from Red Dead Redemption 2.

Expect our comparison article between FSR and DLSS to go live this weekend!

34 thoughts on “Marvel’s Avengers is the first game that supports both NVIDIA DLSS and AMD FSR”

    1. FSR is so simple that it didn’t take any significant investment from AMD in any way.

      It’s inferior to existing TAA Upsampling techniques which are a part of most game engines for a few years now.

  1. Who need that, engagement is the key, whether through repetitive grinding or other stupid mean…

  2. >Here is hoping that we will be able to replace the DLSS file that the game uses with the one from Red Dead Redemption 2.

    Why would you want to use the file from RDR2? It’s not simply a question of version number in the file, each DLL has unique code specific to that game.

    The DLL that works universally well is the 2.2.6 from R6 Siege, it’s even better than the native RDR2 one if you replace it in that game.

      1. Each DLL is unique in some way. Same version numbers from different games have differences in code, this has been checked by people.

        R6S DLL is the one that’s been widely tested and made improvements in every single game, including games with newer version numbers.

        1. So … which DLL should I copy? which one is the best so far? (version number please)

          From which game?

    1. > I imagine a majority of console releases will have it by next year.

      Console games already have superior methods in the form of TAAU and checkerboard rendering. They have been using them for years.

      Console games have absolutely 0 reason to use FSR, unless AMD sponsors them.

  3. So these are fsr and dlss ‘input’ resolutions of 960p I take it not their 4K quality input resolutions of 1440p. Dlss has way more overhead than fsr. It would be nice to see a like for like image quality comparison at (relatively) the same level of performance. Dlss obviously would still look better but I’m not sure about fsr.

    1. I doubt that dlss has “way more” overhead than fsr. according to gamersnexus fsr has 15% overhead! and I remember DLSS costing something like 1-2ms. that’s going to keep you from reaching truly high framerates, but in the sub-100 range it’s equivalent or better than fsr’s 15%.

    2. The person who posted this comparison on Twitter, said that FSR Quality performs near identically to DLSS Quality.

      1. What are you talking about “level of implementation”?
        There aren’t a bunch of different ways of integrating FSR, the differences in outcomes depend on the art style of the game.

        And what is “default DLSS”?…

        I would rather see FSR as little as possible, given that it’s inferior to existing TAA Upsampling methods which every single major game engine has had for a number of years.

        1. Wtf are you talking about? DLSS 2.0 is a content agnostic AI network, it’s not trained for specific games…

          1. You must be an actual imbecile. You linked an outdated information page from early 2019 concerning DLSS v1
            I said DLSS 2.0
            The original version, which has been deprecated and no longer used for years, is the one that required per-game training, and delivered terrible results.

  4. Necromunda: Hired Gun, also seems to have received FSR on July 16. Another game that also has access to DLSS as well.

    1. Dude you’re really clueless if you think that before FSR there weren’t agnostic universal alternatives for upscaling games.

      Vast majority of console games use TAA Upsampling, which is superior to FSR. Even checkerboard upscaling is superior since it actually reconstructs detail.

      1. You’re technically illiterate on the subject.

        FSR does not replace or remove TAA, it works along with it.

        And I am talking about TAA Upsampling, which is objectively superior to FSR, because it does actual reconstruction and has access to information across multiple frames, which FSR does not.

        It’s not a matter of opinion, it’s been shown by Digital Foundry and other comparisons.

        https://youtu.be/xkct2HBpgNY?t=696

        1. TAA Upsampling does not have a high overhead….when you normalize TAAU and FSR for the same level of performance, TAAU delivers superior image quality, it can even deliver superior quality with better performance since it will reconstruct lower resolutions much better.

          >it’ll never compete with FSR

          Seriously you must f*cking live in an alternate reality.

      1. Funny… Can you link an article that says CP2077 got FSR support? Because i can’t find any..

    1. No they didn’t, you’re an actual embarrassment of a person.
      I’ve never seen someone post so much bulls~it in a single comment section.

      FSR launched on July 22nd.

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