The image quality at 1080p was unimpressive and the Performance mode looked worse than DLSS.

FSR 2.0 is a significant upgrade to the upscaling technology, moving from a spatial technique to temporal.

DLSS takes a closed-source AI based approach, which requires specific instructions exclusive toNvidia’s Tensor corehardware.

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We were able to get FSR 2.0 working on 5-year-old hardware without any issue, more on that later.

Deathloop is also a good game to test with because DLSS is very effective in this title.

For those GPUs, we’ve reduced the options to an appropriate level that doesn’t cause a bottleneck.

The RX 570 doesn’t benefit from FSR 2.0 to nearly as significant of a degree.

With the 6700 XT, typically FSR 2.0 Quality mode ran better than FSR 1.0 Ultra Quality.

But with the RX 570, it’s the less taxing FSR 1.0 that runs a few frames better.

However, I’d still recommend using FSR 2.0 here as the visual quality is significantly superior at 1440p.

At 1080p, FSR 2.0 was more capable of a performance uplift.

However the gains at 1080p were more acceptable.

Not earth shattering results - and FSR 1.0 is definitely faster on this entry-level GPU - but usable.

Other areas to performance, like memory or geometry, could be holding us back from further gains.

But either way we still do get a performance uplift.

On Nvidia’s Pascal architecture we see a similar situation to Vega 64.

At 1080p, once again more modest gains of 15 percent for the Quality mode, similar to Vega.

Let’s take a look at a first-generation RDNA product, theRX 5500 XT 8GB.

Under the same architecture family, let’s now look at the much fasterRX 5700 XT.

Now let’s take a look at Nvidia’s Tensor core equipped Turing architecture starting with theRTX 2060.

Then at 1080p, similar story.

Some of the most interesting results are these with theRTX 2080.

It’s a similar situation at 1440p.

Let’s take a look at some modern high-end GPUs.

So my general thoughts on using DLSS over FSR 2.0 on Nvidia’s latest GPUs holds true.

These GPUs consistently delivered the best results in terms of a performance uplift compared to native rendering.

However it’s not just the GPU architecture that influences performance.

This is also what AMD suggested at launch: a longer FSR 2.0 processing time for less powerful GPUs.

This is also relevant for budget and older GPUs.

Finally, it’s worth repeating that this is a sample size of one game.