The concept of native resolution rendering is becoming less and less important as 'smart' upscalers like temporal super-sampling, AMD FidelityFX Super Resolution 2.0 and Nvidia DLSS produce compelling imagery from low native rendering resolutions. PlayStation's God of War represents one of the biggest content challenges owing to its reliance on dense, high frequency detail - so what are the strengths and weaknesses of the various scaling methods, and where next for FSR 2.0? Join the DF Patreon for pristine video downloads, behind the scenes content, early access to DF Retro, early access to DF Direct Weekly and much, much more: Subscribe for more Digital Foundry: Want some DF-branded tee-shirts, mugs, hoodies or pullovers? Check out our store: 00:00:00 Introduction 00:00:35 Methodology 00:02:19 Static Views and Flicker/Moiré 00:05:10 Camera Motion and Disocclusion 00:08:12 Objects movement and Animation 00:11:23 Transparency and Particles 00:13:50 Hair and Vegetation 00:16:42 FSR 2 vs. Old and New DLSS Post-Processing 00:18:19 FSR 2 image Quality Conclusion 00:20:05 AMD and Nvidia Performance and Recommendations
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