Hey all, I have been using dsr with a large range of games since it snuck into the latest notebook drivers. And I have mixed feelings about it. I thought I would share those feelings with you now. In the latest games we often have a few post processing options for games, smaa, fxaa and the like, however things like traditional MSAA are mostly a thing of the past. In a sense nvidia gamesworks games that support things like TXAA, HBAO, and MSAA are, while annoyingly exclusive to nvidia, the only true thing we have to make our DX11 games look incredible while still being in the realm of playable on high end hardware. DSR unfortunately does not replace these features. DSR does not look better than hardware AA, be that TXAA, or even MSAA. It will make your textures extra detailed, so in a sense I call one of DSR's best features -An unofficial Anistropic filtering 32x/64x. Naturally that would translate to pixel detail on a 4k screen, however we won't get anything near 4k picture quality on a downsampled image. Before DSR was released, we had gedosato, a dx9 software tool designed by the guy that made the dark souls fix. It allowed most dx9 games to downscale using three different filering qualities. In terms of performance, gedosato has DSR beat hands down. Games suffer a 40% performance hit by simply enabling DSR. Even if it's only downsampling by 1.2x, the reason for this is that DSR uses a higher end smoothness filter than gedosato. And in some games, namely the witcher 2, that smoothness filter set to the right amount can make a game look incredible. It's times like these that DSR becomes a viable "thing to use". However in most games with lot's of sharp edges, DSR won't make a game look great. It will take upping the DSR resolution to 4k to start to make those kind of games looking good. And even then if you set the smoothness filter to 0%, you will still get edge antialaising everywhere. Remember DSR does not remove aliasing, it just loads more grids of information into what's displayed, which makes the aliasing finer. Also, while increasing the smoothness filter does make the majority of games more cinematic, it also smooths text, and while that might be good at 40%, because it creates less harsh fonts, at 100% it makes a rpg game with lot's of menu's and text reading, not really something you would want to play. So in order to get DSR to give us a smooth looking image, we need to combine it with something like FXAA or SMAA. The combined cost of 4k, plus fxaa, plus the 13-tap Gaussian filter can often be 200-400% on a 1920x1080 screen. And still look worse on games with a lot of fine angular geometry than older dx9 Supersampling techniques. So then, DSR should not be the goto for people that want the easy thing to use. Because they are paying 400% performance price, a huge part of which is an framerate expensive filter that probably won't make the game look incredible. There is merit to the smoothness filter however, at 35%-50% is that it can make some games with a lot of depth of field, foliage, shaders, and the like look a lot more cinematic. The witcher 2 being an excellent example, with sparse grid supersampling, the game is a blurry mess. With fxaa or smaa, the game shimmers and does not look that much more dense and pretty, however when you activate that nividia DSR filter with a 1.2x resolution bump, and then set smoothness to 30-50% (depending on taste), then that enhances the depth of field, bloom, light shafts, the whole lot. At the game feels very consistent and smooth. In my opinion it looks better than any other alternative for that game out there. Bar none. So DSR does have it's place for some game engines. You need to remember though, you are paying a lot of performance price for simply activating it. Even if your native screen resolution is only a tiny fraction lower than the DSR resolution. So in a sense, DSR should be used for it's soft filtering more than it's ability to anti alias. Remember that DSR uses a 13-tap Gaussian filter - if you are not aware, that is a similar technique to what brokeh depth of field uses. http://www.nextwavedv.com/wp-content/uploads/2010/04/bokeh.jpg And that's what eats up a lot of the DSR performance, and makes it a LOT more expensive than gedosato and driver downsampling. I would like an option to disable the filter entirely so we don't get the hit, as I get exactly the same performance with sharpness set to 0% compared to 50%. Unfortunately, gedosato does not support dx11 games, and driver downsampling is impossible on a lot of rigs, and has refresh rate limitations. Making DSR a very tempting option for those dx11 games that simply support no kind of AA (Like shadows of mordor) or rather average post processing AA (Alien isolation comes to mind. Personally I would still rather alien isolation with smaa tx2 and ultra settings at 70fps, than alien isolation at 4k/20fps using a fancy smoothing filter and still leaving aliasing behind. My final verdict is, DSR is a great addition, however I find the filter a little too expensive, and i also think it's the most expensive form of AA by about 400%. So only use it as a last resort, or if a specific game engine embraces it. Which 90% do not. If a game has any kind of AA at all, i would suggest you try that out first. Or even give the new MFAA a shot once it's fully released and confirmed to be working. And if you are still not happy, then enable DSR at your own performance peril. Your game will look better, but not by THAT much. Unfortunately.