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God of War: DLSS vs. FSR Comparison

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DLSS = better image quality, FSR = Not bad
DLSS is a glorified TAA, that has all the weaknesses of temporal techniques, namely, struggling with fine details and/or small, quickly moving objects. Such as, you know, wiping out raindrops in Death Stranding.

FSR is a glorified Lanczos, with its own set of strength and weaknesses.

You can find examples with either being superior, on top of FSR Ultra vs DLSS quality being very subjective comparisons.
 

Kanan

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DLSS is a glorified TAA, that has all the weaknesses of temporal techniques, namely, struggling with fine details and/or small, quickly moving objects. Such as, you know, wiping out raindrops in Death Stranding.

FSR is a glorified Lanczos, with its own set of strength and weaknesses.

You can find examples with either being superior, on top of FSR Ultra vs DLSS quality being very subjective comparisons.
Also mention that the game intentionally gimps FSR by not using the highest quality option.
 
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The irony is, that version worked well enough.
Yeah, some issues but looked alright. I bet people would trash a better-looking FSR implementation if it came out today, though. ;)
 

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I bet people would trash a better-looking FSR implementation if it came out today, though. ;)
I think most people like FSR and then there are neutral people who just see its upsides and downsides. In general, FSR is pretty popular. Only Freesync is the more popular tech of any AMD ever made, it's high up in the list. FSR is for everyone
 
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Nah, the first version of 2.0 (used exclusively in Control, as I understand it) did not use tensor cores.
Fair enough, but to be fair CUDA based would be 1.9 and earlier then :laugh: used in early Remedy's Control and early Death Stranding - the one that couldn't resolve correctly pixels shaded with alpha textures ... it worked well in those games for most situations but would be worse than FSR in games with lots of foliage or hairy stuff.
 
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