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

#76
Dirt Chip
This who-have-bigger (fidelity, look, sharping) is like doing a blind test for cock cola vs Pepsi vs dr pepper an water. Quite pointless when it comes down to your own preference.

In the end, it's just a matter of taste and looking at the who-have-more-precentage tell nothing about your personal taste.
The majority might love x buy you (and might it be only you) prefer y and it's 100% OK.

Btw, I only drink water.
Posted on Reply
#77
Jun
nguyenLOL, SMAA would still lose to DLAA 100% of the time
Maybe not 100% of the time if it was properly implemented.
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#78
azrael
Why would anyone poll blind people for input on graphics fidelity... Concerned people need to know.
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#79
Dragam1337
oxrufiioxoI 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
You should try it with framegen 310.5.2 dll - it has been improved alot over the version witcher 3 remaster launched with :)
nguyenLOL, SMAA would still lose to DLAA 100% of the time
You are missing the part where he says 4x ss... as in supersampling. Smaa combined with 4x ss would look a hell of alot better.

Then again, dsr x4 can be combined with dlss for a nearly as good result as true 4x supersampling, but without the massive performance hit.
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#80
Event Horizon
I'm one of the folks here that can run DLSS 4.5 and FSR 4 side by side. Visually, DLSS 4.5 is sharper than FSR 4 by default. Sometimes sharper looks better, sometimes it doesn't. On the Nvidia machine I switch to preset K if the game looks oversharpened. On the AMD machine I enable RIS2 if it needs to be sharper (quite rare). I like both upscalers a lot, but the main thing I take issue with is the lack of FSR 4 for Vulkan. There aren't that many Vulkan games, but it's important to support all of them.
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#81
mb194dc
What's the FPS associated with the different rendering modes ? That obviously will make a huge difference. Obviously a lot of people are going to choose DLSS even if they're asking for quality as opposed to fps directly.

Edit, I don't think the comparison is even done with user playing, it's from videos... please.
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#82
nguyen
Dragam1337You are missing the part where he says 4x ss... as in supersampling. Smaa combined with 4x ss would look a hell of alot better.

Then again, dsr x4 can be combined with dlss for a nearly as good result as true 4x supersampling, but without the massive performance hit.
SMAA and FXAA were useless in old games, idk why anyone would mention it and then include supersampling 4x into the mix. And even with 4x SS, the image with SMAA would still be temporally instable that any fine details are shimmering or flickering.


Basically the only shortfall of TAA are the blurriness and ghosting, which DLSS 4.5 ultimately fix (or fixing, as they can still improve further)
Posted on Reply
#83
Dragam1337
nguyenSMAA and FXAA were useless in old games, idk why anyone would mention it and then include supersampling 4x into the mix. And even with 4x SS, the image with SMAA would still be temporally instable that any fine details are shimmering or flickering.


Basically the only shortfall of TAA are the blurriness and ghosting, which DLSS 4.5 ultimately fix (or fixing, as they can still improve further)
Because it was common to use in conjunction in the past, like in skyrim. And no, there is zero shimmering or flickering when using it, that is the entire point. But the performance is ofc prohibitive.

And then you show an image of smaa on its own, like it's going to prove anything.

Posted on Reply
#84
unlox
this is dividing to rule technique

it seems marketing for me , matter of interpretation ..
saying nvidia dlss is the "winner" .. NOPE .. this is not my interpretation of the results .. if you add people
prefering native + fsr4 + think both are the same .. most of people don't see nvidia as the winner
;)

and isn't it possible this feeling to be depending on the games too ? some games rendering better with a techno than with a an other ? or is there something that makes this even ?

lets make a feeling/price ratio
Posted on Reply
#85
nguyen
Dragam1337Because it was common to use in conjunction in the past, like in skyrim. And no, there is zero shimmering or flickering when using it, that is the entire point. But the performance is ofc prohibitive.

And then you show an image of smaa on its own, like it's going to prove anything.
I forgot that I took the screenshot with fullscreen, it was from Digital Foundry

Watch at 10:30, it's all shimmering and flickering with FXAA and SMAA, the Anti Aliasing aspect of SMAA was useless as hell, might as well use no AA option with SuperSampling
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#86
user-009
freeagentThis should be interesting.

adding some extra popcorns

imagine they will do a blind FPS test with 3 presets:

1) 80fps locked
2) 100fps locked
3) 120 fps locked

are we really sure that 120 will win? or 80? mind that 120 is +50% blastling faster than 80
that wouldn't mean that 80 is better

just saying
Posted on Reply
#87
Dragam1337
nguyenI forgot that I took the screenshot with fullscreen, it was from Digital Foundry

Watch at 10:30, it's all shimmering and flickering with FXAA and SMAA, the Anti Aliasing aspect of SMAA was useless as hell, might as well use no AA option with SuperSampling
Is there as much shimmering with fxaa / smaa as there is with no AA ? No. And when it's applied to 4x supersampling, it gives a super clean result. But you clearly haven't actually ever tried it.
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#88
nguyen
Dragam1337Is there as much shimmering with fxaa / smaa as there is with no AA ? No. And when it's applied to 4x supersampling, it gives a super clean result. But you clearly haven't actually ever tried it.
So an AA solution so useless you need to include supersampling to look good? I have used SMAA T2x in the past but found it useless vs MSAA 4x, so overall a useless AA technique

And like you said, let throw FPS out the windows and compare SMAA 4x to DSR 4x DLAA
Posted on Reply
#89
Dragam1337
nguyenSo an AA solution so useless you need to include supersampling to look good? I have used SMAA T2x in the past but found it useless vs MSAA 4x, so overall a useless AA technique

And like you said, let throw FPS out the windows and compare SMAA 4x that to DSR 4x DLAA
It's no different than using 4x dsr to make it look better with dlss. Dlss does obviously look better by itself than fxaa / smaa does, but the principle is the same. Smaa t2x is in no way comparable to using it with super sampling.

Well, you can actually run older games at acceptable performance with smaa + 4x supersampling. Dsr 4x + dlaa would absolutely kill performance on any gpu. But, you can get quite close to the same level of percieved image quality with dsr 4x + dlss ultra performance / performance, and very acceptable performance (percieved, as when you study the images closely, there are obvious differences between 4x dsr + dlaa and 4x dsr + ultra performance).

Just as an fyi, im not saying smaa + 4x supersampling is better than 4x dsr + dlss, but rather that you shouldn't discount the former. It was how we got super high image quality in the past, prior to dsr and dlss.
Posted on Reply
#90
nguyen
Dragam1337It's no different than using 4x dsr to make it look better with dlss. Dlss does obviously look better by itself than fxaa / smaa does, but the principle is the same. Smaa t2x is in no way comparable to using it with super sampling.

Well, you can actually run older games at acceptable performance with smaa + 4x supersampling. Dsr 4x + dlaa would absolutely kill performance on any gpu. But, you can get quite close to the same level of percieved image quality with dsr 4x + dlss ultra performance / performance, and very acceptable performance (percieved, as when you study the images closely, there are obvious differences between 4x dsr + dlaa and 4x dsr + ultra performance).

Just as an fyi, im not saying smaa + 4x supersampling is better than 4x dsr + dlss, but rather that you shouldn't discount the former. It was how we got super high image quality in the past, prior to dsr and dlss.
Well in Ghost of Tsushima you can use SMAA, so you can try record a 4K video comparison between DSR4x SMAA vs DLAA (v4.5) vs DSR4x DLSS.Performance (v4.5)
If you take screenshots, compare them in 4K video because 8K screenshot will look better than 4K screenshot no matter what.

I can't buy the game since it's region lock :/
Posted on Reply
#91
Dragam1337
nguyenWell in Ghost of Tsushima you can use SMAA, so you can try record a 4K video comparison between DSR4x SMAA vs DLAA (v4.5) vs DSR4x DLSS.Performance (v4.5)
If you take screenshots, compare them in 4K video because 8K screenshot will look better than 4K screenshot no matter what.

I can't buy the game since it's region lock :/
Dsr isn't quite the same as super sampling though, so it doesn't give the same result :) But older games such as the original skyrim supports sgssaa, which as said looks very good in conjunction with smaa.
Posted on Reply
#92
Onasi
@Dragam1337
I am not sure what your point even is, to be honest. Yes, SMAA can look good paired with supersampling. Anything can. That’s the natural result of rendering at a higher resolution. The comparison is inherently flawed since that comes, expectedly, at a massive performance cost. Like, if we take the conditions of the very test described in the thread - would the AA performance of rendering a 4K presentation at 8K and applying a post-processing AA pass be superb? Sure. Would you unironically in practice actually do that instead of just using DLSS and getting SIGNIFICANTLY higher framerates? No, no you would not. Is it a useful technique for older games? Yes. But those aren’t the ones suffering from shit TAA implementations anyway, which is what you would fix with DLSS. And modern games that DO already struggle to run just at native, adding SSAA on top is madness, no card existing today would be able to cope.
Posted on Reply
#93
oxrufiioxo
Dragam1337You should try it with framegen 310.5.2 dll - it has been improved alot over the version witcher 3 remaster launched with :)
Interesting, I've used the latest DLL in a few games and it still sucks. I'll definitely give it a try in Witcher 3 though.
Posted on Reply
#94
hsew
It would have been interesting to see these upscalers ranked. DLSS 4.5 (vs 4?) vs FSR 4 (Redstone) vs FSR 3 vs XESS 3. That should encompass a wide range of possible configurations.
Posted on Reply
#95
Dragam1337
Onasi@Dragam1337
I am not sure what your point even is, to be honest. Yes, SMAA can look good paired with supersampling. Anything can. That’s the natural result of rendering at a higher resolution. The comparison is inherently flawed since that comes, expectedly, at a massive performance cost. Like, if we take the conditions of the very test described in the thread - would the AA performance of rendering a 4K presentation at 8K and applying a post-processing AA pass be superb? Sure. Would you unironically in practice actually do that instead of just using DLSS and getting SIGNIFICANTLY higher framerates? No, no you would not. Is it a useful technique for older games? Yes. But those aren’t the ones suffering from shit TAA implementations anyway, which is what you would fix with DLSS. And modern games that DO already struggle to run just at native, adding SSAA on top is madness, no card existing today would be able to cope.
Perhaps if you actually bothered reading what i've written that would help you a bit. But nope, as per usual you'd rather just make a wall of text of redudant points. Everything you said i've already pointed out. But who actually reads, right? Certainly not you...

But for your last "point" : dsr x4 + dlss ultra performance is faster than native, so wrong.
Posted on Reply
#96
Onasi
Dragam1337Perhaps if you actually bothered reading what i've written that would help you a bit. But nope, as per usual you'd rather just make a wall of text of redudant points.
That escalated quickly. If that helps, I don’t even know who you are, brother. Any beef you think is there is all in your head.
Dragam1337But for your last "point" : dsr x4 + dlss ultra performance is faster than native, so wrong.
Indeed. Well, you’ll be happy to know that I haven’t mentioned that scenario anywhere in my post and was talking STRICTLY about the SSAA+SMAA scenario you brought up earlier. How’d you say? Ah, yes:
Dragam1337Perhaps if you actually bothered reading what i've written that would help you a bit.
Posted on Reply
#97
Dragam1337
OnasiThat escalated quickly. If that helps, I don’t even know who you are, brother. Any beef you think is there is all in your head.


Indeed. Well, you’ll be happy to know that I haven’t mentioned that scenario anywhere in my post and was talking STRICTLY about the SSAA+SMAA scenario you brought up earlier. How’d you say? Ah, yes:
Cute. Perhaps you ought to read your own post aswell.

"And modern games that DO already struggle to run just at native, adding SSAA on top is madness".

As i said, you can infact run dsr x4 at higher fps than native, which is in effect ssaa.

That you were strictly talking about smaa + ssaa just shows that you infact didn't read my posts. As i said, fxaa/smaa + ssaa was how we got pristine image quality in the past, similar image to dsr 4x + dlss today.

And what was my point ? That it wasn't useless, like the original dude claimed - it's simply an older and heavier way of getting perfect image quality.
Posted on Reply
#98
Onasi
Dragam1337As i said, you can infact run dsr x4 at higher fps than native, which is in effect ssaa.
If you then use DLSS UP, as you suggested - no, it’s not. Fundamentally. Supersampling is about rendering internally at a higher resolution than native. With DSR 4x + UP you don’t get that, it’s essentially just a fancy way of applying DLAA, slightly worse, actually. The frame RENDERS at what the DLSS factor is.
Dragam1337That you were strictly talking about smaa + ssaa just shows that you infact didn't read my posts. As i said, fxaa/smaa + ssaa was how we got pristine image quality in the past, similar image to dsr 4x + dlss today.
I acknowledged that, actually. It’s just that said “pristine” quality was the function of SSAA. SMAA had little to do with it. As @nguyen said (rightfully), any AA method that has to be paired with supersampling is, by default, not a good AA method.
Dragam1337And what was my point ? That it wasn't useless, like the original dude claimed - it's simply an older and heavier way of getting perfect image quality.
It’s useless in the context of modern rendering techniques and what we have available NOW, but it worked for the time, yes. Early deferred rendering era was overall pretty bad in terms of AA options.

Funnily, I think we are actually in agreement, for the most part. I don’t really know why you opted to jump down my throat on this one.
Posted on Reply
#99
Dragam1337
OnasiIf you then use DLSS UP, as you suggested - no, it’s not. Fundamentally. Supersampling is about rendering internally at a higher resolution than native. With DSR 4x + UP you don’t get that, it’s essentially just a fancy way of applying DLAA, slightly worse, actually. The frame RENDERS at what the DLSS factor is.


I acknowledged that, actually. It’s just that said “pristine” quality was the function of SSAA. SMAA had little to do with it. As @nguyen said (rightfully), any AA method that has to be paired with supersampling is, by default, not a good AA method.


It’s useless in the context of modern rendering techniques and what we have available NOW, but it worked for the time, yes. Early deferred rendering era was overall pretty bad in terms of AA options.

Funnily, I think we are actually in agreement, for the most part. I don’t really know why you opted to jump down my throat on this one.
Dragam1337 in Blind Testing Shows Gamers Prefer NVIDIA DLSS 4.5 Over Native Resolution Rendering and AMD FSR 4Yeah, 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 pre…
Which is the better looking image ?

As for why i replied as i did, perhaps you should look at how you wrote in the first place, dude.
Posted on Reply
#100
Onasi
Dragam1337Which is the better looking image ?
To me? Roughly similar. The 8K one might be slightly sharper, but I am unsure what DSR smoothening factor is in play there, if any, and how it differs from base DLSS one. Also would be interesting to see which performs better when not locked to 60 FPS, though that should be roughly similar as well.
I am also not sure what is this in response to, considering what I said. I don’t remember claiming that DSR + DLSS wouldn’t look good.
Dragam1337As for why i replied as i did, perhaps you should look at how you wrote in the first place, dude.
I was perfectly civil, I thought. A tad snarky, perhaps, but that’s just how I normally post. And talk, for that matter.
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