Behind the marketing slogans, specialists have started pitting Nvidia’s fresh DLSS 4.5 against AMD’s revamped FSR 4 in real games, at real settings, to see which tech genuinely delivers the sharpest, smoothest image.
The big leap promised by DLSS 4.5
DLSS 4.5 is not a small patch on top of DLSS 4. Nvidia has swapped out the core of its upscaling system for what it calls Transformer Gen 2, a heavier and more advanced AI model designed to better predict what each pixel should look like.
The new model is expensive in computational terms. Nvidia itself admits the raw cost is around five times that of DLSS 4. That would normally be a performance disaster, but the company leans on FP8 (8‑bit floating point) support in RTX 4000 and 5000 series GPUs to keep frame rates in check.
DLSS 4.5 uses a far larger AI model, but runs it efficiently through FP8 on recent RTX cards to avoid tanking performance.
Why does this matter for players? Previous generations of DLSS, like many rival upscalers, were based largely on convolutional neural networks (CNNs). Those models are good at sharpening and guessing missing detail, yet they start to hit a wall with complex motion, fine patterns, and long-term temporal stability.
Transformer-style models, similar in concept to what powers modern language tools, can process much richer context. In upscaling terms, that means they can better understand movement over time, not just the current frame, and more accurately reconstruct small details such as foliage, wires, signs and subtle texture work.
AMD’s FSR 4 shifts from “pure software” to dedicated AI
On the other side, AMD has taken a sharp turn with FSR 4, now branded FSR Upscaling. For years, FSR’s selling point was its openness: it ran on almost any GPU, even Nvidia hardware, using shader code instead of dedicated AI blocks. That wide compatibility came with a trade-off in image quality.
With FSR 4, AMD is no longer trying to do everything purely through general-purpose shaders. The new version leans on dedicated AI units, so it no longer works across the board. It currently targets the latest Radeon RX 9000 series, closing the feature gap with Nvidia and Intel’s AI-based solutions but leaving older cards behind.
FSR 4 drops the “works everywhere” mantra to chase higher fidelity on RX 9000 cards, powered by dedicated AI hardware.
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Analysts covering the tech note that FSR 4 finally reaches a level broadly comparable to mid-generation DLSS, sitting somewhere between DLSS 3 and DLSS 4 in many tests. For AMD users who felt left behind on image quality, that alone is a significant step.
In-game testing: Nvidia keeps the crown
Expert reviews that set both technologies against each other focus on demanding titles like Cyberpunk 2077. These games push ray tracing, dense cityscapes, neon lighting and chaotic motion — exactly the sort of content that stresses an upscaler.
At 1440p output, using a very low internal resolution around 720p, both DLSS 4.5 and FSR 4 hold up surprisingly well. The image remains readable and detailed even in motion, which would have been a smeary mess for older upscalers.
Yet the comparison changes when testers freeze frames and slow everything down.
Side by side at 1440p, DLSS 4.5 and FSR 4 look close on first glance, but micro-details and motion artefacts still separate them.
Disocclusion, foliage and fine detail
One of the key battlefields is disocclusion — the moment when an object moves away and reveals something behind it. In Cyberpunk’s streets, that might be the edge of a sign, the corner of a window, or a reflection appearing in a puddle as a character walks past.
Testers report that DLSS 4.5 handles these transitions more cleanly. When a branch or character moves, the background appears with fewer ghost trails and less smearing. FSR 4 occasionally leaves faint double images or flickering patches until the next frames “catch up.”
Vegetation is another weak point for FSR 4. Dense foliage, bushes and trees in motion tend to show small artefacts or shimmer, especially in diagonal branches and thin leaves. DLSS 4.5 still has minor flicker, especially around neon signs and highly reflective textures, but the frequency and intensity of those glitches appear lower.
- DLSS 4.5: Sharper edges, better motion reconstruction, slightly cleaner foliage and distant geometry.
- FSR 4: Close in many static scenes, but more prone to shimmering and artefacts in rapid movement.
- Both: Massive gains compared with older FSR versions or basic TAA upscaling.
Performance and hardware trade-offs
On paper, DLSS 4.5 could have been a performance hog, given the fivefold jump in compute demand. The use of FP8 and specialised Tensor cores helps keep it viable, but this efficiency depends heavily on owning a recent RTX GPU.
FSR 4 aims for similar target frame rates on compatible RX 9000 cards. Since both systems rely on dedicated AI hardware, the performance gap between them tends to be smaller than the quality gap. Still, early reports suggest DLSS 4.5 can sometimes edge ahead on top-tier Nvidia cards, pairing slightly higher image quality with equal or better frame rates.
| Feature | DLSS 4.5 | FSR 4 (FSR Upscaling) |
|---|---|---|
| Core model | Transformer Gen 2 AI | New AI model using dedicated units |
| Supported GPUs | RTX 4000 and 5000 (FP8 focus) | Primarily Radeon RX 9000 |
| Image quality level | Ahead of DLSS 4, currently leading | Between DLSS 3 and DLSS 4 |
| Main strengths | Fine detail, disocclusion, stability | Closes previous gap, better than old FSR |
| Main limits | Locked to newer RTX, heavy model | Restricted to latest Radeon hardware |
What this means for players upgrading in 2025
For someone building or upgrading a PC this year, these tests draw a fairly blunt line. If AI upscaling quality is high on the list and budget allows, Nvidia remains ahead with DLSS 4.5. Its handling of fast motion and tricky geometry seems more mature.
AMD’s position has still improved dramatically. FSR 4 is not the blurry compromise that earlier FSR modes could be in their more aggressive settings. On a new RX 9000 card, it finally offers an image that many players will find acceptable even on demanding presets, especially at 1440p and 4K.
Key terms and concepts worth knowing
For anyone not living in GPU benchmarks daily, a few technical words come up often around this debate:
- Upscaling: Rendering a game at a lower resolution, then using algorithms or AI to stretch it to a higher resolution, saving performance.
- Temporal data: Information from previous frames used to predict what the current frame should look like, improving stability.
- Disocclusion: The moment when a previously hidden area becomes visible, often causing ghosting if the algorithm guesses wrong.
- FP8: A very compact number format that lets AI models run faster on specialised hardware, at a small precision cost.
Understanding these ideas helps make sense of why tiny differences show up in headlight trails, rain, thin cables or distant trees. Those are exactly the areas where an upscaler’s intelligence, or lack of it, becomes obvious.
Real-world scenarios: when the choice really matters
Picture a gamer with a high-refresh 1440p monitor and a mid-to-high-end GPU. Running something like Cyberpunk 2077 with ray tracing at native resolution is almost impossible at 120 fps. An advanced upscaler becomes the deciding factor between “cinematic but choppy” and “smooth enough to feel responsive.”
In that setting, DLSS 4.5’s extra sharpness and reduced artefacts can change how confident a player feels in fast firefights. Flicker around neon signs might sound minor, but in motion, constant shimmer can be distracting and tiring for the eyes.
For someone on a tighter budget using a 1080p display, the difference narrows. Upscaling from a higher internal resolution (for example, 1080p up to 1440p instead of 720p to 1440p) reduces visible issues for both systems. In those cases, GPU price, availability and game library support may matter more than the last few percentage points of quality.
There is also a longer-term angle: as both Nvidia and AMD push AI deeper into image reconstruction, we move away from simply “running games at a resolution” and closer to games being partly reimagined by neural networks every frame. That raises questions about visual consistency, modding, and how far vendors will go with frame generation and prediction, not just upscaling.
For now, though, the expert verdict is relatively straightforward: AMD has finally joined the modern AI upscaling race with FSR 4, but DLSS 4.5’s new Transformer engine still sets the reference for image quality, particularly in the toughest scenes where every artefact stands out.








