Bonus Material: DLSS vs Console Checkerboard/TAA Super-Sampling (Patreon)
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A spot of bonus material from an upcoming project! We often compare DLSS to native rendering, but what about comparing it instead to console renditions of 'smart upscaling'...?
We've got a couple of examples here - firstly with God of War, which uses checkerboard rendering on PS4 Pro/PS5. Secondly, and perhaps a little more interesting is Call of Duty: Black Ops Cold War Hyper Fighting, which targets a native 4K resolution but maintains performance via dynamic resolution scaling.
DRS is actually a great way of achieving close to full GPU utilisation - the hardware renders as much as possible within a target frame-time, up against DLSS which in many of its implementations is stuck to a 'static' internal resolution: 1080p (performance), 1270p or thereabouts (balanced) or 1440p (quality).