Immortals of Aveum: FSR 2.2 vs. DLSS 2 vs. DLSS 3 Comparison Review 50

Immortals of Aveum: FSR 2.2 vs. DLSS 2 vs. DLSS 3 Comparison Review

(50 Comments) »

Introduction

Immortals of Aveum is out now on PlayStation 5, Xbox Series X|S and PC, and is one of the first games developed on Unreal Engine 5.1 using the following cutting edge technologies: full support for Nanite virtualized geometry, advanced global illumination system Lumen, Virtual Shadow Maps, MetaHuman and the Niagara VFX system. This release on PC also has support for NVIDIA's DLSS Super Resolution (DLSS 3.1), NVIDIA's DLSS Frame Generation (also known as DLSS 3) and AMD's FidelityFX Super Resolution 2.2 (FSR 2.2) from day one. In order to run this game at maximum graphics settings and reasonable framerates at native resolution, quite a powerful GPU is required, which is why upscaling solutions are so important. But depending on the game, there can be differences in the implementations of NVIDIA's DLSS/FG and AMD's FSR, so we are keen to have a look at these temporal upscalers in this game.



Below, you will find comparison screenshots at 4K, 1440p and 1080p resolutions, and in the various DLSS and FSR quality modes; TAA and DLSS Frame Generation screenshots are also available in the dropdown menu. For those who want to see how these technologies perform in motion, watch our side-by-side comparison video, to help uncover issues like shimmering or temporal instability, which may not be visible in the game screenshots.

All tests were made using a GeForce RTX 4080 GPU at Ultra graphics settings; motion blur, chromatic aberration and depth of field were disabled for better image viewing. DLSS Super Resolution in this game shipped with version 3.1.1 and DLSS Frame Generation shipped with version 3.1.13.

Screenshots




Side-by-Side Comparison Video


Our Patreon Silver Supporters can read articles in single-page format.
Discuss(50 Comments)
May 17th, 2024 01:50 EDT change timezone

New Forum Posts

Popular Reviews

Controversial News Posts