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

#151
Dragam1337
nguyenUse your brain to explain how your 8k screenshots has increased contrast vs 4K on, look at the armor
imgsli.com/NDUyNzQ1

If you can't tell that it's CAS, then all is lost.

Oh and you didn't know that HUB has a website called Techspot :roll:
That's a limitation of dlss ultra performance, something which isn't the case with dlss performance - however, it's not a sharpening artifact.

HUB writes articles for techspot, they don't own techspot - they are primarily a youtube channel.
Posted on Reply
#152
nguyen
Dragam1337HUB writes articles for techspot, they don't own techspot - they are primarily a youtube channel.
Even the leather has increased contrast dude, do you know about the little sharpening thingy called Contrast Adaptive Sharpening :roll:
Posted on Reply
#153
Dragam1337
nguyenEven the leather has increased contrast dude, do you know about the little sharpening thingy called Contrast Adaptive Sharpening :roll:
I would be the first person to complain about an oversharpened image - this aint it. But not surprised to see you grasp at straws to attempt to win the argument ;)
Posted on Reply
#154
nguyen
Dragam1337I would be the first person to complain about an oversharpened image - this aint it. But not surprised to see you grasp at straws to attempt to win the argument ;)
well I'm not the one convinced that an image with CAS applied is actually sharper than the other in the first place :roll: .

Your arguments don't make sense anyways, when people say they prefer SMAA or FXAA over TAA, what they want is to remove the TAA blur in motion, which require video capture to compare, not screenshot in the first place.

I recorded a bunch of video already :roll:
Posted on Reply
#155
Dragam1337
nguyenwell I'm not the one convinced that an image with CAS applied is actually sharper than the other in the first place :roll: .

Your arguments don't make sense anyways, when people say they prefer SMAA or FXAA over TAA, what they want is to remove the TAA blur in motion, which require video capture to compare, not screenshot in the first place
Yeah, cause all dlss is, is a CAS filter applied :kookoo:

I am not the least bit surprised that you still haven't understood what i said in the first place regarding smaa + supersampling.
Posted on Reply
#156
nguyen
Dragam1337Yeah, cause all dlss is, is a CAS filter applied :kookoo:

I am not the least bit surprised that you still haven't understood what i said in the first place regarding smaa + supersampling.
Which you were entirely wrong (or you think you know better than game devs)
SMAA4x = SMAA + MSAA 4x, not Supersampling
LMAO
Posted on Reply
#157
Dragam1337
nguyenWhich you were entirely wrong (or you think you know better than game devs)
SMAA4x = SMAA + MSAA 4x, not Supersampling
LMAO
As expected, you still didn't understand what i said.

In the example of skyrim, you set 4x msaa in the ingame settings, and set 4x sparse grid super sampling in nvidia inspector - then you apply fxaa / smaa on top of that.

But i suppose you never tried it, as it's not a gooner game...
Posted on Reply
#158
nguyen
Dragam1337As expected, you still didn't understand what i said.

In the example of skyrim, you set 4x msaa in the ingame settings, and set 4x sparse grid super sampling in nvidia inspector - then you apply fxaa / smaa on top of that.

But i suppose you never tried it, as it's not a gooner game...
Oh man, so you took a discussion about SMAA4x and apply your own take to it, and you think it makes sense for others :roll: .
I guess you live in your own over-sharpened world:roll:
Posted on Reply
#159
Dragam1337
nguyenOh man, so you took a discussion about SMAA4x and apply your own take to it, and you think it makes sense for others :roll: .
I guess you live in your own over-sharpened world:roll:
At no point was smaa4x mentioned. @Prima.Vera said smaa + 4x SS. And what i said is how you go about applying 4x SS in most games of old.
Prima.Vera in Blind Testing Shows Gamers Prefer NVIDIA DLSS 4.5 Over Native Resolution Rendering and AMD FSR 4Those 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. Natu…
So someone is living in their own little world, but it aint me...
Posted on Reply
#160
nguyen
Dragam1337At no point was smaa4x mentioned. @Prima.Vera said smaa + 4x SS. And what i said is how you go about applying 4x SS in most games of old.
Prima.Vera in Blind Testing Shows Gamers Prefer NVIDIA DLSS 4.5 Over Native Resolution Rendering and AMD FSR 4Those 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. Natu…
So someone is living in their own little world, but it aint me...
Lol so we are back to the beginning
nguyen in Blind Testing Shows Gamers Prefer NVIDIA DLSS 4.5 Over Native Resolution Rendering and AMD FSR 4SMAA 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 tha…
Do you need video where SMAA + 4x SS are shimmering all over the place? too easy to produce

Btw Skyrim is the most gooner game, i guess you just didn't know :roll:.
Posted on Reply
#161
lexluthermiester
nguyenhow about HUB then
Do they use screenshots to compare image quality, or they use compressed video?
When are people going to stop quoting that silly channel?
Posted on Reply
#162
Dragam1337
nguyenLol so we are back to the beginning
nguyen in Blind Testing Shows Gamers Prefer NVIDIA DLSS 4.5 Over Native Resolution Rendering and AMD FSR 4SMAA 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 tha…
Do you need video where SMAA + 4x SS are shimmering all over the place? too easy to produce

Btw Skyrim is the most gooner game, i guess you just didn't know :roll:.
Indeed, back to the beginning, cause you didn't understand what was being said in the first place.

I am sure you can come up with a video with it allegedly showing that. But fact of the matter is that you didn't even know what sparse grid super sampling was a second ago, and you no doubt don't know that it only works with the original version of skyrim either.

Any game can be made into a gooner game, but unlike stellar blade, skyrim isn't a gooner game per default. But im not the least bit surprised if you made your skyrim into the sleaziest gooner game ever...
Posted on Reply
#163
nguyen
Dragam1337Indeed, back to the beginning, cause you didn't understand what was being said in the first place.

I am sure you can come up with a video with it allegedly showing that. But fact of the matter is that you didn't even know what sparse grid super sampling was a second ago, and you no doubt don't know that it only works with the original version of skyrim either.

Any game can be made into a gooner game, but unlike stellar blade, skyrim isn't a gooner game per default. But im not the least bit surprised if you made your skyrim into the sleaziest gooner game ever...
Man so SMAA + Supersampling now turn into sparse grid super sampling discussion in Skyrim :roll:

Anyways I guess we have too different taste to discussion anything else, I'm not interested in making ugly characters looks over-sharpened while killing my FPS :roll:.

Enjoy your ugly character screenshots, I'm sure you keep them close to your heart :roll:
Posted on Reply
#164
Dragam1337
nguyenI guess we have too different taste to discussion anything else
Truer words have not been spoken, so last reply from me.
Posted on Reply
#165
lexluthermiester
Are you two done clucking like hens?

You both seem to be lost in your bickering without making any meritful points.

How about you both just agree that DLSS 4.5 is a vast improvement over anything else available and quit this back and forth? Hmm?
Posted on Reply
#166
Dragam1337
lexluthermiesterAre you two done clucking like hens?

You both seem to be lost in your bickering without making any meritful points.

How about you both just agree that DLSS 4.5 is a vast improvement over anything else available and quit this back and forth? Hmm?
I actually disagree about that, as also previously mentioned in the thread - dlss dll 310.5 and 310.5.2 gives an ai image look that i don't find appealing at all, both with k preset, but especially with preset m.

Dlss dll 310.3 with preset k looks alot more natural and pleasing imo. And runs better on top of that.
Posted on Reply
#167
vacsati
FSR being garbage is not a surprise, but DLSS>Native is a bit surprising, though it is true that DLSS Quality settings in 4K is basically the same as native 4K.
Maybe the Quality settings allowed more fps so the smoother gameplay looked better?
Posted on Reply
#168
LastDudeALive
vacsatiFSR being garbage is not a surprise, but DLSS>Native is a bit surprising, though it is true that DLSS Quality settings in 4K is basically the same as native 4K.
Maybe the Quality settings allowed more fps so the smoother gameplay looked better?
Native had TAA. DLSS is far superior at AA, so even with upscaling, it looks better.
All gameplay footage was 4k60fps, so smoothness was definitely not a factor.
Posted on Reply
#169
randalmcdaniels
Im 35 and this is the dumbest article ive ever read in my entire life because games with DLSS and TAA do not contain a true native mode to try out. TAA and DLSS can not be turned off properly. Games with TAA and DLSS forced off should not be called "native". Have you been listening to anything about why TAA/DLSS is bad? It foundational and is used to hide ugly things. If you turn it off the graphics become CHOPPED. Apologize for making this article
Posted on Reply
#170
MufasaV
randalmcdanielsIm 35 and this is the dumbest article ive ever read in my entire life because games with DLSS and TAA do not contain a true native mode to try out. TAA and DLSS can not be turned off properly. Games with TAA and DLSS forced off should not be called "native". Have you been listening to anything about why TAA/DLSS is bad? It foundational and is used to hide ugly things. If you turn it off the graphics become CHOPPED. Apologize for making this article
Neither does pre TAA contain accurate true pure native. You need movie level path traced non real time, physics simulated environments to qualify. Anything else is fake approximations that don't stand up to scrutiny if you know what to look out for. No game has or has ever had this because its not yet possible
Posted on Reply
#171
lexluthermiester
MufasaVAnything else is fake approximations that don't stand up to scrutiny if you know what to look out for. No game has or has ever had this because its not yet possible
No game needs it either. The "approximations" are still accurate enough to present realistic representations of real-world lighting. Games do not need to mimic the real world with exacting precision. Close-enough provides exceptional results.
Posted on Reply
#172
MufasaV
lexluthermiesterNo game needs it either. The "approximations" are still accurate enough to present realistic representations of real-world lighting. Games do not need to mimic the real world with exacting precision. Close-enough provides exceptional results.
No. They are not accurate. SSR reflections are not fully accurate. Indoor lighting with colored windows has never been accurate.
Posted on Reply
#173
lexluthermiester
MufasaVNo. They are not accurate. SSR reflections are not fully accurate. Indoor lighting with colored windows has never been accurate.
Perfectly accurate? No and I didn't say that. Reasonably accurate, IE, a fair representation of real-world physics and effects? Yes, they are. Perfect replication of real physics is not needed for gaming. Reasonable approximations that a player can use to navigate through and react to the game world are all that is needed.
Posted on Reply
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