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Esses experts testaram o novo DLSS 4.5 frente ao FSR 4 e o veredito é claro: uma tecnologia domina a outra

Man using dual monitors with video game and streaming software on a clean desk with a graphics card box nearby.

PC gaming is currently locked in a race for every extra frame per second, and two acronyms are shaping how the next generation will look.

On one side, NVIDIA is trying to extend its lead on yet another front. On the other, AMD is pushing back with dedicated AI hardware and the promise of a clean image even when starting from lower resolutions. After a wide set of tests in demanding games, analysts reached a straightforward verdict on who comes out on top in the DLSS 4.5 vs FSR 4 contest.

DLSS 4.5 and the technological leap from NVIDIA

DLSS 4.5 signals a major shift in NVIDIA’s approach. The company has dropped any remaining caution around AI and is betting heavily on a new model called Transformer Gen 2, designed to reconstruct each frame with greater precision.

That model is far more computationally expensive. According to NVIDIA, the calculation cost is roughly five times higher than DLSS 4. To stop that overhead from crushing performance, the latest RTX 4000 and 5000 GPUs lean on the FP8 format, which reduces the weight of AI operations without sacrificing visual quality too severely.

"DLSS 4.5 tries to trade raw GPU power for reconstruction intelligence, aiming for an image that approaches native quality even when starting from a much lower resolution."

In practical terms, the goal is to move beyond the limitations of older CNN (convolutional neural network)-based models, producing steadier edges, less blurred textures, and reduced noise in complex areas such as foliage, reflections, and volumetric lighting effects.

AMD’s pivot with FSR 4 (FSR Upscaling)

Across the ring, AMD has made a change many considered inevitable. FSR 4, also labelled in some materials as FSR Upscaling, steps away from a purely open approach built entirely on shaders and starts using dedicated AI units found in newer Radeon GPUs.

That decision carries a significant trade-off: in its complete form, FSR 4 is limited to RX 9000 graphics cards. The idea of a near-universal solution that runs on almost any GPU gives way to a stronger emphasis on image quality and more direct competition with NVIDIA.

Experts tracking upscaling technology argue that, right from launch, FSR 4 has managed to reach the level DLSS occupied between versions 3 and 4. The dramatic gap seen in the earliest generations-especially in scenes with lots of motion and fine detail-has visibly narrowed.

"FSR 4 marks the first time AMD has genuinely come close to DLSS in sharpness and stability, after nearly six years of chasing."

Game testing: who holds the crown?

When benchmarks leave the spreadsheet and hit real games, the fight becomes more nuanced. At 1440p, using an internal render resolution of 720p-a common setup for players chasing high frame rates without giving up clarity-DLSS 4.5 and FSR 4 both post competitive results.

Cyberpunk 2077 as the proving ground for DLSS 4.5 vs FSR 4

Cyberpunk 2077, known for pushing hardware to its limits, makes an ideal test bed. With heavy ray tracing and dense lighting, it exposes weaknesses in any upscaling system.

  • Neon-filled streets: both deliver strong overall sharpness, though minor shimmering still shows up on signs and colourful reflections.
  • Building textures and signage: FSR 4 comes close to DLSS 4.5, but it has a greater tendency to soften fine details when the camera moves quickly.
  • Lighting shifts: during abrupt lighting transitions, DLSS keeps object edges slightly more stable.

The clearest separation appears in a historically difficult area for any algorithm: disocclusion, when an object emerges from behind another and must be reconstructed accurately, frame by frame.

In scenes with dense vegetation, DLSS 4.5 better handles leaves and branches appearing while in motion. FSR 4 still shows artefacts at times, with small “ghosts” or brief temporal smears-particularly when the player makes rapid camera movements.

"In sections with lots of vegetation and fast-moving objects, DLSS 4.5 preserves detail more reliably, while FSR 4 still lets visible artefacts slip through."

Performance, image quality, and each side’s limitations

For everyday play, most people want two things: a high frame rate and a pleasing image. Testing indicates that, at equivalent settings, DLSS 4.5 and FSR 4 offer similar performance gains versus native rendering, since both work from substantially lower internal resolutions.

The key difference is how they combine stability and clarity. In complex titles packed with dynamic elements, DLSS 4.5 is generally more dependable, holding onto fine detail and cutting motion noise. FSR 4 is close, but it fluctuates more between static scenes and action-heavy moments.

Aspect DLSS 4.5 FSR 4
Compatible hardware RTX 4000 and 5000 series (with FP8) Radeon RX 9000 (with AI units)
Motion quality More stable, fewer artefacts Strong, but struggles in foliage and fine detail
Faithfulness to native image Closer overall, especially at 1440p Near DLSS 3–4, but still behind in critical scenes
Technical approach Transformer Gen 2 with heavy AI focus Dedicated AI, shifting away from a more open solution

What this means for players right now

If you already own an RTX 4000 or plan to move to the 5000 series, the message is straightforward: DLSS 4.5 extends NVIDIA’s lead in upscaling quality. In games like Cyberpunk 2077, that translates into enabling demanding effects-such as ray tracing at high levels-while keeping frame rates playable and the image close to native resolution.

For RX 9000 owners, FSR 4 is a clear step forward compared with earlier versions. Sharpness at 1440p improves markedly, and night scenes or particle-heavy moments look much cleaner than they did with FSR 2 or 3. Even so, for players who are highly sensitive to fine detail, the gap to DLSS remains noticeable in specific situations.

"The test verdict is clear: AMD has narrowed the distance, but NVIDIA remains ahead-especially in how consistent the image stays in motion."

Technical terms that help explain the fight

A few concepts come up repeatedly when discussing DLSS and FSR. Two are especially worth unpacking.

Disocclusion: the process of correctly revealing parts of a scene that were previously hidden behind other objects. In games, it happens constantly: an enemy steps out from behind a wall, a car crosses in front of another, leaves sweep across the camera. If an upscaling algorithm misjudges this, you can see ghosting, doubled edges, or quick smears.

FP8: a floating-point number format with fewer bits than FP16 or FP32. It reduces precision but greatly increases AI compute throughput. NVIDIA uses FP8 in DLSS 4.5 to run more complex models without blowing the GPU’s performance budget.

Practical scenarios and what to watch over the next few years

Picture a player with a 1440p monitor and an upper-midrange GPU. With DLSS 4.5 set to “Quality”, they can run a demanding title with ray tracing enabled while staying above 60 fps, with an image that’s very close to native. With FSR 4 on comparable AMD hardware, performance is also strong, but the player may notice more noise in tree leaves or in the fine detail of illuminated signs when spinning the camera quickly.

Consider another use case: online competitive play, where every millisecond matters. In these situations, both DLSS 4.5 and FSR 4 can be switched to more aggressive modes such as “Performance” to push frame rates even higher. The trade-off is reduced sharpness and a higher chance of artefacts. In current analyses, DLSS handles these extreme modes better, maintaining readability of distant enemies and HUD elements.

In the near future, the trend is for both NVIDIA and AMD to push further into generative AI and frame prediction, going beyond simple upscaling. That could unlock additional smoothness, but it also creates new opportunities for visual errors. Players who are more sensitive to artefacts will need to test each mode and feature combination carefully, adjusting settings on a game-by-game basis.

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