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Home»Technology»The Showdown: DLSS 3 vs. FSR 3.1 – God of War: Ragnarok’s Battle for PC Supremacy
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The Showdown: DLSS 3 vs. FSR 3.1 – God of War: Ragnarok’s Battle for PC Supremacy

September 21, 2024No Comments4 Mins Read
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Be prepared for the ultimate showdown in benchmarking as we place NVIDIA’s DLSS 3 in competition with AMD’s FSR 3.1 in the most awaited release of Hero of War: Ragnarok on PC. Let us know the distinctions in the working and visual quality of these new upscaling technologies and which one comes out on top.

The Showdown: DLSS 3 vs. FSR 3.1 - God of War: Ragnarok's Battle for PC Supremacy

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The Battle For Upscaling Obsolescence

As the world of PC gaming keeps changing, the upscaling technology quest has been taken to another level. With the most recent nd God of War: Ragnarok now available on the PC platform, we are finally about to have the great opportunity of using NVIDIA DLSS 3 and AMD FSR 3.1 in a review.

It’s clear that these upscaling resolution accomplishments had grown so much in importance as a feature of almost every game created in the present day. Gamers have been able to enjoy high-resolution graphics without experiencing any drop in performance using these tools. As GPU power continues to grow, these integrate innovative solutions are rapidly expanding in popularity, and developers are always on the hunt for more.

God of War: Ragnarok, perhaps the long-awaited year’s most looked-forward-to PC title, sets the perfect scene for this upscaling battle royale. Because of its impressive visual quality and the heavy hardware demands the game requires, one can say that this is indeed a real-world test for these upscaling technologies. For us francophones, «Chere doit Tobin etc », let’s go in and find out who wins it.

The Benchmarking Commentary

Fur benchmarking tests, we employed a beefy rig which consists of an AMD Ryzen 9 7950X3D, 32GB DDR5 RAM, 6000MHz and an NVIDIA RTX 4090 GPU. Running under Windows 10 64 bit with the latest GeForce 561.09 driver, we proceeded to evaluate DLSS 3 and FSR 3.1 deployable in the game God of War: Ragnarok.

In order to produce a rigorous and true assessment, we aimed for the limits and potential of the system in a VRF purification game and chose an area – a cave that seems to want to bring our system to its knees. This challenging environment would give us an idea on how these upscaling technologies would work for the rest of the game.

Let us commence with the visual comparisons first, in less than a minute the differences in the three options will become quite distinct. As was expected, Native 4K renders the best picture quality; this comes at a cost of heavy performance though. The case is however not the same with FSR 3.1 as much as there is stress in its use as it even promotes performance improvement of the game, there is a compromise in imagery clarity due to the apparent increase in blurriness.

There is, however, DLSS 3 which seems to be doing very well also, it gets close but not quite there, but the performance benefit is substantial In addition to that, when it comes to the occurrence of jaggies and whether or not they will be visible, DLSS 3 is a clear winner thanks to FSR 3.1.

An area in which FSR 3.1 excels is with particle effects as using it avoids the ghosting problems that have come with earlier generations of this technology. This is a good evolution as well and shows how the company’s upscaling is constantly improving.

Conclusion

Ultimately, the final verdict regarding DLSS 3 and FSR 3.1 in God of War: Ragnarok can be made after taking into consideration the hardware which one has at hand. For example, if you are privileged and way lucky to have a high-end graphics card like the RTX 4090, then DLAA (that is, the Anti-aliasing graphics mode of DLSS 3) provides the best experience even at frames higher than native 4K resolution. For low to mid-range RTX GPUs, DLSS 3 is still one of the most competitive features, allowing to increase frame rates noticeably whilst not causing a great deal of graphics deterioration in the process.

But for those who own a non-RTX GPU, then quite naturally FSR 3.1 will be the most obvious choice, since this version of FSR makes a lot of difference in terms of performance without compromising too much on quality. And due to particle effects improvement, FSR 3.1 is quite good upscaling as further users of NVIDIA’s new technology do not have it.

No matter which upscale technique you go for, God of War: Ragnarok on PC is nothing short of epic, sailing through the turbulence created due to these state-of-the-art upscalers. However, as this battle for supremacy in every aspect of opto-electronic warfare continues, we are excited to see what will be next in this ever-growing and evolving world of PC gaming in terms of performance and visual quality.

Benchmarking DLSS 3 FSR 3.1 God of War: Ragnarok PC Gaming Upscaling
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