Tuesday, February 17th 2026

Blind Testing Shows Gamers Prefer NVIDIA DLSS 4.5 Over Native Resolution Rendering and AMD FSR 4

ComputerBase conducted a massive online blind test, allowing thousands of gamers to vote on their preferred game video output. The options included NVIDIA's latest Deep Learning Super Sampling 4.5, AMD's FSR Upscaling AI with FSR 4 on Radeon RX 9000 series GPUs, and native resolution rendering without AI upscaling. Interestingly, DLSS 4.5 received the highest percentage of votes, winning in every scenario. ComputerBase tested various games like Anno 117, ARC Raiders, Cyberpunk 2077, Horizon Forbidden West, Satisfactory, and The Last of Us Part II. Only in Cyberpunk 2077 did gamers almost equally prefer native resolution rendering, but DLSS 4.5 still came out on top with a slight edge.

Initially, the ComputerBase team conducted the comparison using videos labeled only with options like 1/2/3/4, without revealing which rendering method was used, to ensure a fully blind test. After two weeks of testing and thousands of votes, the results showed a significant preference for NVIDIA's latest DLSS 4.5 technology. This conclusion highlights that NVIDIA's newest technology is now so refined that its video output offers superior visual appeal. DLSS 4.5 uses a second-generation Transformer model trained on a much larger dataset of video games, with five times the computational investment of the first DLSS 4 Transformer upscaler. It utilizes the FP8 data format, allowing for more processing with minimal precision loss. The new algorithm is more context-aware, and NVIDIA confirmed that the input for upscaling is used more intelligently, resulting in much more detailed and precise video output.
Out of all the games tested, AMD's latest ML-based video technologies, now part of the AMD "Redstone" package, fully support Cyberpunk 2077 and ARC Raiders with AMD's current best rendering techniques. Interestingly, in neither scenario have gamers overwhelmingly preferred the "Redstone" package, as in both cases, gamers felt better off with native resolution rendering. Although AMD's upscaling may not be the most visually appealing, it does provide a good enough FPS boost for gamers. However, NVIDIA's DLSS 4.5 continues to dominate, and the second-generation Transformer model powering it is the real differentiating factor for the vast majority.
Source: ComputerBase
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173 Comments on Blind Testing Shows Gamers Prefer NVIDIA DLSS 4.5 Over Native Resolution Rendering and AMD FSR 4

#26
LastDudeALive
soupinatorI doubt anyone's surprised that DLSS is the overwhelming winner here. What surprises me though is that FSR 4 did so poorly. Other comparisons I've seen really made FSR 4 look like it should have done better.
The ComputerBase article stresses that since the only option was to pick the best option, we really can't read too much into the results of FSR or Native+TAA. If participents could have ranked the options, or maybe rated them on a kind of percentage scale (DLSS may be 100% quality, but maybe FSR is 90% quality), then that would be different.

All we can conclude with certainty is that DLSS is the best option, but it doesn't say anything about whether FSR is preferred to Native. If DLSS wasn't an option, maybe a great deal of the DLSS voters would choose FSR over native, who knows. That just wasn't part of this survey.
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#27
Youseethis
Native with TAA! (Vs dlss,fsr)
Self defeating test or smart advertising? :roll:
Next time they should try native + a thin layer of vaseline applied to the monitor vs dlss and a clean monitor. It will be as fair as that.

Next time they should find a game with a good msaa implementation and test native with 4x msaa vs dlss.
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#28
Hofnaerrchen
You can prefer DLSS 4.5 all day long but it does not matter if you take AMD and nVIDIA (not to mention 12VHPWR most likely catching fire at some point) sales (for the region the survey was taken) into account, too. In the end you will be using what is available to your hardware. DLS 4.5 is better - no problem recognizing that - but in the end it does not really matter, if the alternatives get the job done good enough.
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#29
Onasi
YouseethisNext time they should find a game with a good msaa implementation and test native with 4x msaa vs dlss.
Those don’t really exist. Not ones that would be apples to apples, anyway. MSAA fell out of use ages ago. In fact, most modern games are specifically designed with some form of temporal AA in mind and the image completely falls apart if it’s forced off.
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#30
Youseethis
OnasiThose don’t really exist. Not ones that would be apples to apples, anyway. MSAA fell out of use ages ago. In fact, most modern games are specifically designed with some form of temporal AA in mind and the image completely falls apart if it’s forced off.
Too bad that the final result of that process is abysmal then. Dlss really improved the situation though.
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#31
truerock
The testing was done on 4k, OLED displays in case you wanted to know.

The best way to explain this is that game engines do not put out perfect video streams. This provides DLSS 4.5 an opportunity to improve and clean-up the native video streams.
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#32
thestryker6
The biggest issue really how intrinsic TAA is for most games. This sets an awful baseline that anything will improve. Starfield didn't have DLSS on launch, and I wasn't using upscaling, but I absolutely turned on FSR because it looked much better than TAA. This was my first experience with something that looked bad enough I sought a fix, but it did end up being something I started noticing more and more afterwards. I'd say if anything this testing proves how bad native image quality is rather than how good upscaling technologies are.

This test also may have turned out differently if it was using lower resolution than 4k.
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#33
shuffy_losys
thestryker6The biggest issue really how intrinsic TAA is for most games. This sets an awful baseline that anything will improve. Starfield didn't have DLSS on launch, and I wasn't using upscaling, but I absolutely turned on FSR because it looked much better than TAA. This was my first experience with something that looked bad enough I sought a fix, but it did end up being something I started noticing more and more afterwards. I'd say if anything this testing proves how bad native image quality is rather than how good upscaling technologies are.

This test also may have turned out differently if it was using lower resolution than 4k.
I don't know how TAA is tweaked under the hood, but I've found at least one game where TAA isn't a total smearfest and prefer it to the other AA option (SMAA) because I find shimmering more annoying.
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#34
oxrufiioxo
I honestly can't remember the last game I thought TAA looked better than DLSS quality... Maybe around the launch of 2.0 which was what a half decade ago.

There are a couple UE5 games i find unusable with DLSS 4.5 though see the Digital Foundry video on the technology to see what I'm talking about.

The T in TAA should stand for Trash.

I suspect that FSR 4 vs TAA would lean FSR 4 as well. I recently got to see it on a 4k display and in the quality mode it looks quite good where DLSS pulls ahead to my eyes is when more aggressive upscaling is used or one is using a 1440p monitor.

That being said DLSS 4.5 still has a ton of issues I don't like with how it handles AO and RT in some games. Some of it can be mitigated by disabling the denoiser but honestly it should just work.

So a ton of room for improvement from all technologies.
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#35
razaron
Too bad MSAA and SSAA are dead. It would've been interesting to see how 4x MSAA/SSAA compares against "native" DLSS/FSR in modern games. Revisiting older games and seeing how crisp their visuals are is jarring, especially compared to their shoddy textures lol

I don't personally use upscaling but TAA is trash, as others have mentioned. Given the choice, I always replace it with FSR/XESS. They look better and are usually faster.
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#36
Guwapo77
All I use now is DLSS 4.5 Quality Model M. I don't waste my time with any other settings... In game, everything MAXED!
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#37
oxrufiioxo
razaronToo bad MSAA and SSAA are dead. It would've been interesting to see how 4x MSAA/SSAA compares against "native" DLSS/FSR in modern games. Revisiting older games and seeing how crisp their visuals are is jarring, especially compared to their shoddy textures lol

I don't personally use upscaling but TAA is trash, as others have mentioned. Given the choice, I always replace it with FSR/XESS. They look better and are usually faster.
My favorite form on AA in 2026 is to run DSR/DLDSR in combination with DLSS Quality. The only problem is my 4090 can only do it in older games with adequate framerates. With transformer it's more doable because I can use balanced instead of quality which is nice but any game I want to play with RT or PT is a hell na dog lol.
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#38
Dragam1337
I don't like how 310.5 or 310.5.2 dll or preset M or L looks. They have this AI image look, which imo looks really bad.

Preset K on 310.3 dll looks much more natural, in addition to running a fair bit faster.

However, it doesn't surprise me that alot of people like preset M, as alot of people like those terrible reshades with way too much sharpening and contrast aswell (tim from hardware unboxed constantly glazing the sharpness of preset M comes to mind, despite preset M clearly being oversharpened with a forced postprocessing filter...)
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#39
oxrufiioxo
Dragam1337I don't like how 310.5 or 310.5.2 dll or preset M or L looks. They have this AI image look, which imo looks really bad.

Preset K on 310.3 dll looks much more natural, in addition to running a fair bit faster.
For me they just tend to look over sharpened which doesn't always work. ALL K presets have too much disocclusion in 3rd person games for my liking especially around character heads. So there is no options currently I love everything about.
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#40
Onasi
razaronToo bad MSAA and SSAA are dead. It would've been interesting to see how 4x MSAA/SSAA compares against "native" DLSS/FSR in modern games. Revisiting older games and seeing how crisp their visuals are is jarring, especially compared to their shoddy textures lol
SSAA isn’t dead. You can DSR (or AMD/Intel equivalent) any game you want. It’s just running the renderer at a higher resolution than native, after all. It “died out” in stock in-game settings use just for the simple reason that the performance hit is immense.
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#41
Dragam1337
oxrufiioxoFor me they just tend to look over sharpened which doesn't always work. ALL K presets have too much disocclusion in 3rd person games for my liking especially around character heads. So there is no options currently I love everything about.
Yeah, i agree about the sharpness. But curiously if you use preset K on 310.5 / 310.5.2 it's alot less clear than on 310.3, while still having this unappealing AI image look as preset M, something preset K doesn't have on 310.3 dll. Disocclusion never personally bothered me as much :)
oxrufiioxoMy favorite form on AA in 2026 is to run DSR/DLDSR in combination with DLSS Quality. The only problem is my 4090 can only do it in older games with adequate framerates. With transformer it's more doable because I can use balanced instead of quality which is nice but any game I want to play with RT or PT is a hell na dog lol.
Imo it only looks good with dsr x4, but then you can combine it with any dlss setting - even ultra performance will look really good in alot of titles !

4k dlss quality


8k dlss ultra performance


Same render res, but the 8k image looks drastically better :D
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#42
shuffy_losys
razaronToo bad MSAA and SSAA are dead. It would've been interesting to see how 4x MSAA/SSAA compares against "native" DLSS/FSR in modern games. Revisiting older games and seeing how crisp their visuals are is jarring, especially compared to their shoddy textures lol
MSAA probably wouldn't have helped much. It's dead for the following reasons:
  • It causes performance issues with deferred rendering.
  • The other rendering method, forward rendering, has a minimum workload of 2x2 pixels. With games having a lot of detail these days in terms of poly-count, you run into issues with massive overdraw. That is, if a polygon only covers one pixel out of the four, it still gets rendered four times and the GPU drops three of the samples. Or perhaps, it goes through the entire pipeline only to reach a big fat nothing three times.
  • It doesn't work on transparent or semi-transparent objects/textures
  • It doesn't work within a polygon. That is, if there's a high frequency component (like an undersampled texture), you don't get any anti-aliasing benefits
So you'd get the same image without TAA, with smoother edges on completely opaque polygons, at worse performance.
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#43
Darmok N Jalad
I’m curious if smoother framerates come into play when making the assessment. Image quality is probably pretty similar, especially when watching video, but dropped frames and tearing are usually quite noticeable and distracting.
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#44
oxrufiioxo
Dragam1337Yeah, i agree about the sharpness. But curiously if you use preset K on 310.5 / 310.5.2 it's alot less clear than on 310.3, while still having this unappealing AI image look as preset M, something preset K doesn't have on 310.3 dll. Disocclusion never personally bothered me as much :)



Imo it only looks good with dsr x4, but then you can combine it with any dlss setting - even ultra performance will look really good in alot of titles !

4k dlss quality


8k dlss ultra performance


Same render res, but the 8k image looks drastically better :D
I actually prefer how DLDSR looks locally in motion but I know some people prefer DSR so I mentioned both. I hate disocclusion more than any other artifact lol. That's really the key with all of it, this is all still personal preference.

People love framegen and I feel all types have way more negatives than upscaling lol.

VS TAA I'll take anything DLSS 3/4/4.5 lol in every game I can think of probably FSR4 too at least at 4k in the quality mode.
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#45
phints
I agree with the blind testing. Using DLSS 4.x Quality mode (great for 1440p) on everything that supports it now without even touching other for supersampling. Looks great and runs fantastic.
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#46
soupinator
LastDudeALiveThe ComputerBase article stresses that since the only option was to pick the best option, we really can't read too much into the results of FSR or Native+TAA. If participents could have ranked the options, or maybe rated them on a kind of percentage scale (DLSS may be 100% quality, but maybe FSR is 90% quality), then that would be different.

All we can conclude with certainty is that DLSS is the best option, but it doesn't say anything about whether FSR is preferred to Native. If DLSS wasn't an option, maybe a great deal of the DLSS voters would choose FSR over native, who knows. That just wasn't part of this survey.
Yeah the numbers might look a bit different if people were able to rank the options rather than just choosing the best one, but even so having more people choose native TAA as the best over FSR in every comparison really surprised me.
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#47
Dragam1337
oxrufiioxoI actually prefer how DLDSR looks locally in motion but I know some people prefer DSR so I mentioned both. I hate disocclusion more than any other artifact lol. That's really the key with all of it, this is all still personal preference.

People love framegen and I feel all types have way more negatives than upscaling lol.

VS TAA I'll take anything DLSS 3/4/4.5 lol in every game I can think of probably FSR4 too at least at 4k in the quality mode.
Dldsr is technically speaking worse though, as it's not a clean conversion, unlike dsr x4. But yes, everything to do with visuals is very much a case of beauty being in the eye of the beholder :)

I greatly disliked framegen initially - loathed it infact. But been using it in witcher 3 remaster - really does provide a more pleasant experience imo :D
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#48
evernessince
LastDudeALiveSo, to be clear, you think that thousands of people have consciously identified the minute artifacts of the brand-new DLSS algorithm, went to the survey, carefully examined each video, identified which one was likely DLSS, and voted for that option to intentionally throw off the study? Take off your tinfoil hat and go touch some grass, man.
No. You are making a scarecrow argument here. You invented a very particular scenario there that was in no part stated in my comment.

I'm saying that in order to call a study / experiment blind, the subjects cannot be able to determine the difference between the two in any capacity. Even the possibility of them differentiating the two means it's not. It opens the study up for potential bias, which in and of itself disqualifies it from using the "blind" label. How many people might have actually done this is not relevant. Your logic here is akin to saying a benchmark is fine when the operator failed to isolate for OS, software, and BIOS settings. It MIGHT be fine but any decent operator would throw out the results because they might not be. Even if your results match other reviews, your data would still be in question. That's classic confirmation and outcome bias. If you don't have confidence in the methodology, you shouldn't have confidence in the data regardless of how much it conforms to what you expected or other existing results.

I said nothing about "thousands of people" or them participating in a series of events that would amount to collusion, that's a ridiculous chain of events and a hyperbolically high bar to set. This isn't a tinfoil hat, it's understanding basic scientific methodology (or lack there of in this instance).
soupinatorNo, DLSS 4 is not oversharpened in most cases. That generally only happens when additional sharpening filters are being used by the game. Unfortunately sometimes those are unable to be disabled by the end user - and this is a problem on its own regardless of upscaling.
HWUB evaluated across serval titles and concluded that DLSS 4.5 tends to oversharpen:

I agree personally, it looks too sharp in many examples and way too sharp in NIOH 3. I've had to lower the sharpening way down out of the box.
soupinatorPlus, how many people do you really think can identify upscalers based on specific quirks or artifacts produced? And is that really going to cause them to preferentially pick that upscaler when they recognize a drawback of it? You're really stretching it trying to discredit this survey.
It depends on the pool they pulled from but how many is really not relevant. So long as there's a chance that isn't very very near 0, it cannot be considered a blind study. The whole point of the blind study is the higher level of certainty. The label means nothing if you are basically just hoping that you don't pick people who can tell the difference. Just call it a regular study at that point.

Most bias is not going to be coming from active thought processes but subconscious processes. I'm not saying these were factors in the study but it is possible people favored the upscaler they are familiar with. It's well studied that people tend to do this. In addition, the brain tends to filter out noise it frequently encounters. That too could be a factor.

The key word here is could, there are potential sources of bias, not actual proven sources. Potential alone is enough to make this just a regular study and not a blind one, as it's impossible to work backwords to determine if there was bias.
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#49
oxrufiioxo
Dragam1337Dldsr is technically speaking worse though, as it's not a clean conversion, unlike dsr x4. But yes, everything to do with visuals is very much a case of beauty being in the eye of the beholder :)

I greatly disliked framegen initially - loathed it infact. But been using it in witcher 3 remaster - really does provide a more pleasant experience imo :D
I haven't used it in a while but last I did witcher 3 had a ton of obvious artifacting to my eyes with Frame gen. My wife didn't notice it so maybe I'm unique lol
Posted on Reply
#50
shuffy_losys
LastDudeALiveSo, to be clear, you think that thousands of people have consciously identified the minute artifacts of the brand-new DLSS algorithm, went to the survey, carefully examined each video, identified which one was likely DLSS, and voted for that option to intentionally throw off the study? Take off your tinfoil hat and go touch some grass, man.
I'm not going to speak for them, but I had a look at the original article again and it mentions they're comparing image quality between DLSS, FSR, and Native + TAA. A person going into the test knowing that could influence their selection of images. Even if they don't know which method produced a particular output, some AMD/NVIDIA diehard could give what they think is the best result to their simp target of choice.

If they said they were doing a survey of asking users which output looked the best without saying anything else, then that's about as blind of an experiment as they could make it. You could argue the same information could be inferred (why else would they ask people to rate each output), but nobody would know that for sure.
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