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God of War PC: AMD FSR 2.0 vs Nvidia DLSS Image/ Motion Quality Face-Off

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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?


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