Performance booster DLSS and FSR
The fact that both DLSS and FSR can massively improve performance is known to everyone by now. The image quality often suffers somewhat from the performance boost, but as we have already shown several times in our numerous articles on the subject, many teething troubles have been eliminated since DLSS 2.0 at the latest. Since God of War was directly equipped with both competing technologies, a small direct comparison is also possible at this point.
Image quality FSR
First of all, the different FSR levels from ultra-quality to performance:
Image quality DLSS
And for the sake of completeness, also the different DLSS levels from quality to ultra performance:
Performance growth
In terms of performance, FSR looks minimally better in the preset of the same name, but this is quickly explained in view of the significantly lower image quality. The same benchmark scene as on the previous page was chosen for the measurements. All measurements were performed with the Ultra Preset.
One small shortcoming remains
Even though DLSS works really well in God of War, there is still one small problem: ghosting. There is still an ugly ghosting effect at object edges. This occurs especially when there is a high contrast to the background. You can probably see it quite well on the following screenshots.
If Nvidia still gets the ghosting problem solved and perhaps grants a bit more control over additional re-sharpening, I see absolutely no reason not to enable this technology anymore. I played with DLSS enabled in favor of the performance increase, since it offers significantly better image quality than FSR in this specific case, and you also can’t notice the smearing in every situation.
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