That same week the update of God of the war which adds support for technology AMD FidelityFX Super Resolution 2.0. AMD’s upscaling solution offers significant improvements, especially in terms of image quality. Thanks to the folks at TechPowerUp, we can see the performance difference between FSR 1.0, FSR 2.0, and DLSS.
The first to develop and introduce a rescaling technology the image was NVIDIA with DLSS. Its solution is based on artificial intelligence and is a complement to compensate for Ray Tracing losses. Shortly after AMD FSR arrives and at some point, we don’t know when, Intel XeSS is expected to arrive.
FSR in God of War shows great evolution, but still far from DLSS
God of War is one of the first games to have support FSR 2.0
For comparison, our colleagues used a NVIDIA RTX 3080 graphics card. Although it may sound strange, AMD FSR technology can run smoothly on NVIDIA graphics. The reason is that it does not use specific hardware, like it uses DLSS, so it can be used in competitor graphics and older graphics.
The game is compared God of War in FSR 1.0, FSR 2.0 and DLSS 2.3.4 versions. Thus, the two versions of AMD technology and the latest NVIDIA technology are compared.
Through this comparison, we can see that there is a performance loss between FSR 1.0 and FSR 2.0. The new version of AMD technology relies on improve image qualitywhich implies a performance sacrifice.
The Performance loss between the first version and the latest version of AMD technology oscillates between 10-15 FPS
As a curious fact of this comparison, the new version of FidelityFX has worse performance than the DLSS solution. This really isn’t uncommon, as AMD’s technology lags slightly behind NVIDIA’s when it comes to development. The difference in image quality has been fairly evened out.
FSR 1.0 | FSR 2.0 | DLSS 2.3 | |
---|---|---|---|
great quality | 90 frames per second | – | – |
Quality | 96 frames per second | 85 frames per second | 87 frames per second |
Performance | 109 frames per second | 94 frames per second | 97 frames per second |
A good evolution, but still needs adjustments
They point out that there are quite important points to consider. Under the 1080p resolution
They also comment that in some cases there is a little jitter in the image. As they say, when the snow falls in front of the trees, the leaves simply lose quality and the details are blurred. We are talking about very general details that may not be noticeable in many cases, because we may not pay attention to them.
The important thing is that the improvement in image quality compared to the previous generation of this technology. Sharpen filter value adjustments are added, something that did not exist in FSR 1.0.
Although the quality improvement is noticeable, peers point out that in God of War it still lags behind DLSS. Where this technology performs best is with the 4K resolutionwhile at 1080p and 1440p the quality is lower, especially when compared to DLSS.