![]() Scaled tests in 2560×14×1080 were done using an output resolution of 3840×2160 with "Quality" and "Performance" scaler presets, respectively. For clarity, we'll specify that our tests on the GeForce cards were performed using DLSS, and our tests on the Radeons were done using FSR. ![]() Instead of listing the output resolution on the benchmark results, we're reporting the input resolution of our tests. Because of that, most of our tests have been performed using some level of resolution scaling. For a few reasons, we expect that most gamers who play Dying Light 2 will be using some form of scaling, not least of which because it's pretty hard to run smoothly without. Using resolution scaling can give you practically-native or near-native visuals while allowing you to enjoy massively-improved performance. There's arguably not a lot of reason for most gamers-particularly NVIDIA gamers-to run games in their display's native resolution anymore. When AMD brought out FSR, it conveniently used essentially the same nomenclature for its presets. As we can see above, in the case of an output resolution of 3840×2160 (UHD 4K), that gives you an input resolution of 2560×1440. That means that both the horizontal and vertical resolution of the output are divided by 1.5 to derive the input resolution. For example, DLSS "Quality" mode uses a 1.5x linear scale factor. When NVIDIA debuted DLSS 2.0, it established a series of presets that correspond to certain resolution scaling factors. "Input resolution," then, is the actual internal render resolution of the game before upscaling happens. When talking about these methods, we'll use the terms "input resolution" and "output resolution." The output resolution is what we would traditionally be talking about when discussing a game's native resolution it's the resolution of the window or display on which the game is running. DLSS is generally agreed to look the best, but is limited to a relatively smaller subset of the market, and has other caveats. It's very easy to implement a simple upscaling feature, but FSR will give a small bump in quality while maintaining full cross-vendor compatibility. Modern games typically use one of three methods to perform resolution upscaling: NVIDIA's Deep Learning Super Sampling ( DLSS), AMD's FidelityFX Super Resolution ( FSR), or a simple upscale, perhaps with bilinear filtering or similar. It's possible to separate the demanding 3D game graphics from the lightweight 2D HUD or UI elements, so those are usually rendered at full output resolution to retain sharpness. It then renders the game at a reduced size before scaling it up to the output resolution. This means separating the 3D render resolution of the game graphics from the final resolution of the output surface (the display, or window). These days, computer and video games very frequently use "resolution upscaling" to improve performance at the cost of some image quality. ![]() The Scale of Things In Performance Testing Modern PC Games We'll go over the performance data in detail in a moment, and then look at some image quality comparisons, but before we get into any of that we need to have a brief discussion about benchmarking modern games using resolution scalers. We tested Dying Light 2 with a handful of powerful graphics cards inside a beefy Ryzen 7 5800X system. ![]() NVIDIA GeForce RTX 3070 Ti Founders Edition Some people might say that makes the game forward-looking, that it can "scale into the future." That's definitely true, but in the here and now, it also makes the game kind of a pig to run on current hardware. Simply put, Dying Light 2 is incredibly demanding, and it puts a heavy load on both CPU and GPU resources.
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