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Random freezes, missing sound and display glitches usually trace back to one bad driver. Find and replace yours safely.Free scan · under a minuteShort answer: choose DLSS 2 Super Resolution for the best typical image-quality/performance balance on a supported RTX card, FSR 2 for broad hardware and platform compatibility, and TSR when an Unreal Engine project needs an engine-native, vendor-agnostic solution. None is universally best: output resolution, internal resolution, motion-vector quality, engine version, and developer tuning can change the result.
Scope: FSR 2, DLSS 2.x and TSR
This comparison concerns three temporal reconstruction technologies, not AMD FSR 1 or modern frame-generation features. FSR 1 is a spatial upscaler and is not an equivalent match for DLSS 2 or TSR. “DLSS 2.0” is commonly used for the DLSS 2.x Super Resolution family; later 2.x revisions changed quality and artifact handling.
Epic groups TSR, NVIDIA DLSS 2+, AMD FSR 2+ and Intel XeSS as temporal upscalers: each combines current-frame data with information from prior frames. Epic’s temporal-upscaler documentation describes this shared pipeline.
How temporal upscaling works
- The game renders below the display resolution.
- It supplies color, depth and motion-vector buffers; exposure and reactive or transparency masks can improve reconstruction.
- The upscaler reprojects history into the current frame.
- Current and historical samples are combined, rejected or clamped to reconstruct detail and provide anti-aliasing.
Because history is involved, all three can show ghosting, disocclusion errors, shimmer on thin geometry, unstable reflections, smeared particles and softness at aggressive input resolutions. FSR 2 specifically expects render-resolution depth, color and velocity data; AMD recommends reactive masks and exposure for difficult content (AMD FSR 2 integration documentation).
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What separates the three technologies?
DLSS 2
DLSS 2 Super Resolution uses NVIDIA’s trained reconstruction technology and RTX hardware. In many well-integrated games it provides the most stable detail and strongest quality-to-performance balance, particularly at 1440p or 4K Quality settings. It remains restricted to supported NVIDIA RTX GPUs and requires game or engine integration. NVIDIA maintains official integrations and Unreal Engine plugins through its DLSS developer portal.
FSR 2
FSR 2 is an open-source temporal upscaler under the MIT license. It does not require dedicated machine-learning hardware and can support AMD, NVIDIA and other platforms where the game integration permits it. AMD documents DirectX 12, Vulkan, Unreal Engine 4.26/4.27 and Unreal Engine 5 support (GPUOpen FSR 2). Its quality varies noticeably with motion vectors, reactive masks, sharpening and scene-specific tuning.
TSR
Temporal Super Resolution is built into Unreal Engine rather than being a vendor-exclusive SDK. It is intended to provide a common solution across PC and console platforms. Epic documents Windows D3D11/D3D12, Vulkan, Linux Vulkan, Mac Metal, PlayStation 5 and Xbox Series S|X support, subject to renderer and shader requirements (Epic TSR documentation).
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Hardware and platform compatibility
| Upscaler | Hardware/platform position | Best reason to choose it |
|---|---|---|
| DLSS 2 | Supported NVIDIA RTX hardware; game or plugin integration required | Image stability and performance on RTX |
| FSR 2 | Broad vendor support; no dedicated ML accelerator; DX12, Vulkan and documented Unreal support | Compatibility, open source and cross-platform reach |
| TSR | Unreal Engine platforms including PC, Linux, Mac and current consoles | Engine-native, vendor-agnostic implementation |
“Broad support” does not mean identical performance or image quality on every GPU. TSR is optimized for the AMD RDNA architectures used in current consoles, but it is not AMD-exclusive.
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For mature integrations, a reasonable historical tendency is DLSS 2 first for stability, TSR sometimes close behind or better in a specifically tuned Unreal scene, and FSR 2 more variable. This is not a universal ranking.
- Static detail: compare distant geometry, text, hair and foliage at identical output and input resolutions.
- Motion: camera pans expose history lag, crawling edges and disocclusion failures that screenshots miss.
- Thin geometry: wires, fences and foliage can shimmer or disappear when input resolution is low.
- Reflections and specular highlights: noisy or rapidly changing data is difficult for every temporal method.
- Particles and transparency: correct reactive handling is often more important than the brand name.
- Sharpness versus stability: sharpening can make a still image look crisp while increasing ringing and shimmer in motion.
Epic reports that TSR can approach native 4K quality from input resolutions as low as 1080p and gives a sample GPU frame-time change from 57.50 ms at native 4K to 33.37 ms when rendering at 1080p and reconstructing to 4K. Those are Epic’s measurements for its documented sample, not a universal benchmark.
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Performance and internal resolution
Lowering internal resolution usually creates the largest GPU saving; the upscaler then adds its own pass cost, memory traffic and (for DLSS) accelerator workload. Compare GPU frame time and frame pacing, not only displayed FPS. A higher number can accompany more latency, ghosting or unstable detail.
Named modes are not standardized across games. AMD’s Unreal plugin guide lists these approximate scales:
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| Mode | Approximate scale factor | Input as percentage of output |
|---|---|---|
| Native AA | 1.0× | 100% |
| Quality | 1.5× | 66.7% |
| Balanced | 1.7× | about 59% |
| Performance | 2.0× | 50% |
| Ultra Performance | 3.0× | about 33% |
These values are plugin-specific, not a promise that every game uses the same scale. 4K output reconstructed from 1080p generally has more source information than 1080p output reconstructed from a very small internal image.
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Artifact tendencies
| Artifact | DLSS 2 | FSR 2 | TSR |
|---|---|---|---|
| Ghosting | Often well controlled in mature integrations; game-dependent | Can be pronounced with poor vectors or masks | Possible during history accumulation and motion |
| Thin geometry | Usually stable at suitable input resolutions | Can shimmer or break with weak tuning | Strong potential, sensitive to screen percentage and history |
| Foliage | Benefits from correct vectors and tuning | Needs careful reactive-mask handling | Can show temporal accumulation instability |
| Reflections | Depends on the game’s reflection data | Difficult in noisy, changing reflections | Affected by Unreal history and renderer settings |
| Particles and transparency | Requires correct masks and vectors | Reactive masks are especially important | Depends on material and Unreal integration |
Unreal Engine TSR controls
TSR shares Unreal’s temporal post-processing pipeline and uses screen percentage or dynamic resolution to control rendering resolution. Relevant controls include r.ScreenPercentage, r.TSR.UpdateHistory, r.TSR.History.ScreenPercentage, r.TSR.Velocity.WeightClampingSampleCount, r.TemporalAA.Upsampling and r.AntiAliasingMethod. Nanite, Lumen, post-process materials and scalability settings can all change the result.
Epic notes that lowering r.TSR.Velocity.WeightClampingSampleCount can improve moving sharpness while reducing stability; its example changes the default 4.0 to 2.0 for competitive-game tuning. Treat that as an example, not a universal setting.
Adding FSR 2 to an Unreal project
- Open Edit > Plugins and search for FSR.
- Enable the FSR plugin and restart Unreal Engine.
- Open Edit > Project Settings > Rendering, enable temporal upsampling and select Temporal Super-Resolution.
- Enable FSR through the plugin settings or with
r.FidelityFX.FSR.Enabled.
AMD warns that runtime changes are not guaranteed to be safe when multiple third-party upscalers are enabled simultaneously. FSR 2 quality depends on accurate vectors, depth, exposure, camera jitter, UI ordering and reactive masks.
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Which should gamers choose?
- Choose DLSS 2 if you have a compatible RTX GPU, the game’s integration is mature, and image stability matters most.
- Choose FSR 2 on AMD, Intel, older NVIDIA or otherwise unsupported hardware, or when vendor-neutral support is important.
- Choose TSR in an Unreal game when it looks better in motion, offers the best frame pacing, or is the project’s most consistently tuned option.
- Use native resolution or native anti-aliasing when performance already meets your target or reconstruction artifacts are obvious.
Which should developers choose?
| Priority | Practical starting point |
|---|---|
| RTX-focused premium PC title | DLSS 2, with careful motion, foliage, transparency and UI testing |
| Broad PC and cross-vendor reach | FSR 2, with accurate vectors, exposure and reactive masks |
| Unreal PC-and-console parity | TSR, tuned through screen percentage, history and scalability controls |
| Maximum choice | Offer multiple integrations, but test each independently rather than assuming equal quality |
TSR is included in Unreal Engine but still costs GPU time and engineering effort. FSR 2’s open license reduces distribution barriers, not the renderer work needed for a good implementation. DLSS can provide excellent results but adds an NVIDIA-specific path.
How to test fairly
- Use the same output resolution and record the actual internal resolution for every mode.
- Disable frame generation; measure upscaling separately from generated frames.
- Use the same sharpening policy and comparable anti-aliasing settings.
- Capture both static views and movement through foliage, wires, water, hair, particles, reflections and distant geometry.
- Record average FPS, 1% lows, GPU frame time, latency and frame pacing.
- Identify game, driver, engine and upscaler versions, and distinguish vendor claims from independent measurements.
Do not compare only screenshots or only the displayed FPS counter. Frame generation creates intermediate frames; it is not the same as reconstructing one rendered frame at a higher resolution.
2026 context
AMD FSR and NVIDIA DLSS are now broader technology families than the historical FSR 2-versus-DLSS 2 comparison. AMD documents newer machine-learning FSR technologies, while NVIDIA’s DLSS family has advanced beyond DLSS 2. The original conclusions remain useful for the named versions, but current game menus and developer plugins may refer to newer generations. See AMD FSR Technologies and NVIDIA DLSS Developer for current family information.
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