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

#51
evernessince
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.
Threat Interactive has content videos on MSAA (although not the exact comparion you want). The correct comparison would be DLAA vs MSAA as both are AA technologies. DLSS vs MSAA wouldn't be 1-to-1 as DLSS does more than AA.
Posted on Reply
#52
shuffy_losys
evernessinceThreat Interactive has content videos on MSAA (although not the exact comparion you want). The correct comparison would be DLAA vs MSAA as both are AA technologies. DLSS vs MSAA wouldn't be 1-to-1 as DLSS does more than AA.
DLAA is DLSS, but with an internal render factor of 1.0x or higher.
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#53
DemonicRyzen666
LastDudeALiveArticle says it was DLSS and FSR "Quality" preset, and then native with TAA. There was also an option for "can't tell the difference." Also relevant, the options were videos, not stills. So you're not just pixel-peeping for upscaling artifacts, you're also examining temporal stability, ghosting, etc. And it was done with ICAT, not YouTube videos, so absolutely no compression.
Well there's you first issue Native with TAA usually looks bad ( Cyberpunk 2077 is notoriously bad on native even Gamer's nexus Steve was ranting about how bad it was), second issue is it done with Video & not GAME PLAY.
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#54
wolf
Better Than Native
Darmok N JaladI’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.
I'm not sure of the exact video methodology here, but I'd hope they were all limited to the same framerate, in theory 30 or 60 fps at a guess.

It's been demonstrated that higher FPS can produce better visuals (30 vs 60), at least with DLSS, because of the increased/more tightly stacked temporal accumulation. So testing for image quality alone I would expect them all to be done at identically capped FPS.

Obviously there are some real benefits to Upscaling, DLSS won this blind test and in Quality mode at 4k surely is capable of also pumping out higher FPS, a win win.
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#55
DemonicRyzen666
shuffy_losysMSAA 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 get any anti-aliasing benefits
So you'd get the same image without TAA, with smoother edges with completely opaque polygons, at worse performance.
I don't know where you guys are getting this with it being a problem with deferred rending but that is a myth.

Over draw is still major issue in unreal engine 5 with lumen & nanite.

Even your second point is wrong modern GPUs just simplify MSAA2x with almost no performance hit. The hit comes in has MSAAx8 which is completely unnecessary.

The only part that is correct is that it doesn't work WELL for Transparent or semitransparent objects & textures.

It works fine with polygons or else it wouldn't able to do EDGES properly

Seriously were are you getting this stuff?
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#56
nguyen
Computerbase showed in earlier article that they are using Native vs 4K DLSS4.5 Performance vs FSR4 Performance

So RTX owners can just safely choose the DLSS Performance mode at 4K and it's guaranteed to looks as good or better than Native in the majority of games. Though the issue with RT Reflections need to be addressed ASAP with the new RR model.

DLSS is the finewinest of finewine, RTX2000/3000 owners are getting ~50% better FPS at higher image quality than Native with DLSS 4.5 :roll:
Posted on Reply
#57
wolf
Better Than Native
nguyenDLSS is the finewinest of finewine, RTX2000/3000 owners are getting ~50% better FPS at higher image quality than Native with DLSS 4.5 :roll:
Wow I read it was quality mode, but performance mode decisively beating Native+AA using 1/4 the pixels is a massive achievement.

I've been forcing Preset L and a 42% scale, so halfway between Ultra performance modes 33% and Performances 50%, and the results are stunning. It's very much a 4kTAA-alike presentation, and even then I'd say it's sharper, more detailed and more stable on the fine detail overall, at least in the games I have tried. Rendering only 17% of Native 4k's pixels... it's just insane.
Posted on Reply
#58
nguyen
wolfWow I read it was quality mode, but performance mode decisively beating Native+AA using 1/4 the pixels is a massive achievement.

I've been forcing Preset L and a 42% scale, so halfway between Ultra performance modes 33% and Performances 50%, and the results are stunning. It's very much a 4kTAA-alike presentation, and even then I'd say it's sharper, more detailed and more stable on the fine detail overall, at least in the games I have tried. Rendering only 17% of Native 4k's pixels... it's just insane.
The next frontier should be Extreme Performance mode with render scale at 20% :D, that way older RTX and Laptop owners could hang on to their hardware for awhile.

Having the ultra light laptop with HX370, I wish AMD has Ultra Performance mode too, so I don't have to lower the screen resolution + FSR.Performance to get some playable FPS in ARC Raiders :cry:
Posted on Reply
#59
Zodwraith
Not surprising. FSR4 is great, but it's too little too late to be a deciding factor if someone is debating AMD vs Nvidia.

By the time AMD gets close to catching up to the old version of DLSS Nvidia releases the new hotness, and it's available through ALL RTX cards and all games with a simple .DLL swap.

FSR4 was finally a competitor if not taking any wins, but surprise! Eat a fat one if you paid a grand on an XTX or use a $2000 Strix Halo APU because you don't matter. To which Nvidia answers with an even better DLSS4.5

It's dumb shit like this that makes people just hold their nose and pay the small premium for Nvidia, as much as we all despise them.
Posted on Reply
#60
phanbuey
I cant imagine anyone would vote for FSR in a blind test vs native and dlss.
Posted on Reply
#61
TheGuruStud
mechtechThe most interesting part

"Blind Testing Shows Gamers Prefer NVIDIA DLSS 4.5 Over Native Resolution Rendering......................without AI upscaling"
That's b/c TAA is vaseline. It's literally unplayable and gives me headaches. Nvidia created the problem (blur and aliasing) to sell the fix. Turn on just sharpening with native and let's see. AA would obviously be best option.
I use 80-90% sharpening in driver panel and games become crystal clear like it's magic. No gaylss needed.
But I also play virtually nothing new, b/c it's all trash.
Posted on Reply
#62
lexluthermiester
While these are very interesting results, they need confirming data from secondary independent testing.
Posted on Reply
#63
3DVCash
evernessinceI'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. .
What???

That makes absolutely no sense... being able to tell the difference is the entire purpose of the study. The participants don't know which is which before making their judgment, hence they are "blind." You're free to disagree with the results ofc, but this argument is nonsense.
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#64
Chomiq
mechtechThe most interesting part

"Blind Testing Shows Gamers Prefer NVIDIA DLSS 4.5 Over Native Resolution Rendering......................without AI upscaling"
DLSS/FSR/XESS will have less jaggies than native res without any form of AA. That's actually not surprising.
Posted on Reply
#65
Gigaherz
Mind you, the majority of Computerbase users is 50yo+ and doesnt have the beste eyesight anymore.
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#66
TheDeeGee
People like to eat shit when you serve it, it's that simple.

R.I.P. Native
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#67
MufasaV
People see, "Nvidia wins at something" and they go wild. It's a blind test. The only way your bias will affect choosing DLSS is if you can explicitly and clearly see the difference between DLSS and FSR. And Computerbase forum users being Nvidia fanboys is a hilarious assertion. I don't even get the controversy since even Hardware Unboxed has put DLSS at the top of the image quality debate.
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#68
Xuper
I can't see result , This method is horrible , why not allow us to download Video? Really Bad Web design. I guess You need 1Gib Internet.
Posted on Reply
#69
the54thvoid
Super Moderator
Presented another way, because stats are stats:

<50% of people thought DLSS looked better.

If DLSS was as good as it's supposed to be, I'd expect higher numbers than that.

For transparency, I've used Nvidia exclusively since 2013/2014.
Posted on Reply
#70
Vayra86
HOkayThe participants didn't know which was which when voting. Are you suggesting that people having Nvidia GPUs somehow makes them prefer the look of DLSS in a blind test?
Obviously? Its well documented you develop preference for what you see most. You even get accustomed to things like resolution/PPI and display tech.
phanbueyI cant imagine anyone would vote for FSR in a blind test vs native and dlss.
This is true, too.
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#71
R0H1T
freeagentThis should be interesting.

Blind testing the blind :nutkick:

I think there should be a better allegory (alliteration?) out there :shadedshu:
Posted on Reply
#72
Fluke
Considering that Unreal Engine 5 is superglued to TAA (and vice versa), people were made to choose between shitty vs improved shitty graphics.
A polished TAA turd, is still a turd.
There is no escaping the "TSR".
Posted on Reply
#73
Prima.Vera
Those results are not surprising, since, the native was using the garbage TAA, instead of a quality AA techniques. Drop the TAA, use SMAA with x4 SS, for example, and let's see the results again. Naturally the fps would tank, but there will be 100-0 score in favor of native rendering.
Posted on Reply
#74
nguyen
Prima.VeraThose results are not surprising, since, the native was using the garbage TAA, instead of a quality AA techniques. Drop the TAA, use SMAA with x4 SS, for example, and let's see the results again. Naturally the fps would tank, but there will be 100-0 score in favor of native rendering.
LOL, SMAA would still lose to DLAA 100% of the time
Posted on Reply
#75
Tek-Check
Let's remind ourselves of basic methodological facts, namely what volunteer sampling is, and be mindful of its core disadvantages:
researchmethod.net/volunteer-sampling/

Limitations of Volunteer Sampling

  1. Selection Bias: Volunteers may not represent the broader population, affecting generalizability.
  2. Over-representation: Attracts individuals with strong opinions or specific traits, skewing results.
  3. Lack of Randomization: Reduces the ability to eliminate bias inherent in the sample.
  4. Ethical Concerns: Participants may self-select based on perceived benefits, such as compensation, brand-confirmation bias, etc.
  5. Low Reliability for Statistical Inference: Findings may not accurately reflect the population due to non-random sampling.
The scope of insights and possible conclusions from this study are fairly limited, but still interesting:
- we don't know whether the sample represented the ratio of GPU brand that owners user in real life. This data was not collected. If it did, it would imply that many Nvidia GPU users did not find the upscaler on Nvidia cards better in those games. The preference for DLSS reproducing the real life GPU ratio would need to be above 80%. It's only ~50%.
- results are split, roughly half of participants opted for DLSS and other half for non-DLSS videos. A toss of a coin.
- again, never forget the above mentioned limitations of volunteer sampling
lexluthermiesterWhile these are very interesting results, they need confirming data from secondary independent testing.
Not only independent, but primarily in a randomized study, a gold standard in any empirical testing, which would be more challenging and expensive to organize in this case.
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