Edge of Eternity JRPG developer talks about DLSS and FSR implementations, highlighting the strengths and weaknesses of both
In a conversation with WCCFTech about their JPRG Edge of Eternity, Midgard Studio’s Jeremy Zeler-Maury went into detail about Midgar’s experience deploying both DLSS and FSR into their game. Edge of Eternity is the only game out at the moment, apart from Necromunda: Hired Gun, to feature both AMD’s FSR spatial upscaling technique and NVIDIA’s AI-based DLSS 2.2.
According to Zeler-Maury, FSR was significantly easier for the Midgar team to implement than DLSS. FSR took the studio just a few hours to add into the game. On the other hand, Zeler-Maury claimed that DLSS took several days to implement, a significant time commitment for smaller indie studios.
Interestingly, however, he also claimed that FSR was his personal preference when upscaling to 4K since it avoids artifacts that occasionally pop up with DLSS while still offering a sharp image overall.
At a technical level, FSR is substantially simpler than DLSS and can run on a much wider range of hardware since it doesn’t require specialized tensor cores. If image quality holds up, too, it could prove to be a significant win for AMD in the months to come.
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