God of War (2018) PC Performance: DLSS vs. FSR Tested

God of War PC Version screenshots
(Image credit: Sony Interactive Entertainment)

God of War — the PS4 2018 release, at least — is finally making its way to PC. Along with visual enhancements, it also has DLSS and FSR support. We've grabbed some of the best graphics cards and tested performance to see how it runs. We've also put together a video showcasing the image quality of the various DLSS and FSR settings using Nvidia's ICAT utility.

For newcomers to the series (like me!), there's a long history that I'm missing. I've certainly seen images and videos of Kratos over the years, but other than the fact that he battles big monsters, I couldn't tell you much. So far, that hasn't really detracted me from enjoying the game. Reviews of the original PS4 version were extremely favorable (94 average at Metacritic), and the PC release has been equally well-received (93 average). I've heard the PS4 release could struggle at times with performance, but the PC release doesn't seem to have any such problems — with the appropriate settings and hardware, at least.

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Jarred Walton
Senior Editor

Jarred Walton is a senior editor at Tom's Hardware focusing on everything GPU. He has been working as a tech journalist since 2004, writing for AnandTech, Maximum PC, and PC Gamer. From the first S3 Virge '3D decelerators' to today's GPUs, Jarred keeps up with all the latest graphics trends and is the one to ask about game performance.

  • Makaveli
    Admin said:
    We tested the God of War PC release on a collection of the latest graphics cards to see how it runs, as well as what settings you'll need for a smooth gaming experience.

    God of War (2018) PC Performance: DLSS vs. FSR Tested : Read more

    What driver was used for AMD?

    AMD Radeon Software Adrenalin 22.1.1

    God of War
    Up to 7% increase in performance in God of War @ 4K Ultra Settings, using Radeon Software Adrenalin 22.1.1 on the 16 GB Radeon RX 6900 XT graphics card, versus the previous software driver version 21.12.1.
    Up to 7% increase in performance in God of War @ 4K Ultra Settings, using Radeon Software Adrenalin 22.1.1 on the 16 GB Radeon RX 6800 XT graphics card, versus the previous software driver version 21.12.1.
    Up to 7% increase in performance in God of War @ 4K Ultra Settings, using Radeon Software Adrenalin 22.1.1 on the 12 GB Radeon RX 6700 XT graphics card, versus the previous software driver version 21.12.1.
    Reply
  • SkyNetRising
    And all the benchmarks are in 4k.
    Very useful info. It's like everybody had RTX 3080 class graphics in their system. LOL.

    How about more realistic 1440p and 1080p benchmarks?
    Reply
  • JarredWaltonGPU
    SkyNetRising said:
    And all the benchmarks are in 4k.
    Very useful info. It's like everybody had RTX 3080 class graphics in their system. LOL.

    How about more realistic 1440p and 1080p benchmarks?
    DLSS and FSR testing basically overlaps with testing at 1080p and 1440p. No, it's not the exact same, but at some point I just have to draw the line and get the testing and the article done. God of War, as noted, doesn't support fullscreen resolutions. That means to change from running at 4K in borderless window mode to testing 1440p, I have to quit the game, change the desktop resolution, and relaunch the game. Then do that again for 1080p. That would require triple the amount of time to test. Alternatively, I could drop a bunch of the DLSS and FSR testing and just do the resolution stuff. Either way, something was going to get missed, and I decided to focus on DLSS and FSR.

    As pointed out in the text, an RX 5600 XT at 4K original quality with FSR quality mode achieved 64 fps average performance. Which means anything faster would be playable at 4K as well — that includes the entire RTX 20-series. Drop to 1440p and original quality and performance would be even higher, because FSR doesn't match native resolution performance exactly. Anyway, quality mode upscales 1440p to 4K, so 1440p is easily in reach of previous generation midrange GPUs, and 1080p would drop the requirements even further.
    Reply
  • JarredWaltonGPU
    Makaveli said:
    What driver was used for AMD?

    AMD Radeon Software Adrenalin 22.1.1

    God of War
    Up to 7% increase in performance in God of War @ 4K Ultra Settings, using Radeon Software Adrenalin 22.1.1 on the 16 GB Radeon RX 6900 XT graphics card, versus the previous software driver version 21.12.1.
    Up to 7% increase in performance in God of War @ 4K Ultra Settings, using Radeon Software Adrenalin 22.1.1 on the 16 GB Radeon RX 6800 XT graphics card, versus the previous software driver version 21.12.1.
    Up to 7% increase in performance in God of War @ 4K Ultra Settings, using Radeon Software Adrenalin 22.1.1 on the 12 GB Radeon RX 6700 XT graphics card, versus the previous software driver version 21.12.1.
    The article lists the drivers: 22.1.1 and 497.29.
    Reply
  • Makaveli
    JarredWaltonGPU said:
    The article lists the drivers: 22.1.1 and 497.29.

    Ah I missed that thank you.

    So it looks like more optimizations are in order for amd. I'm going to be playing it at 3440x1440 with a 6800XT shouldn't have an issue with performance.
    Reply
  • JarredWaltonGPU
    Makaveli said:
    Ah I missed that thank you.

    So it looks like more optimizations are in order for amd. I'm going to be playing it at 3440x1440 with a 6800XT shouldn't have an issue with performance.
    Yeah, RX 6800 should be fine. I suspect AMD performance is low simply because this is a DX11 game and AMD really doesn't do a ton of DX11 optimizations these days. AMD could probably improve performance another 10-20% with sufficient effort.
    Reply
  • Makaveli
    JarredWaltonGPU said:
    Yeah, RX 6800 should be fine. I suspect AMD performance is low simply because this is a DX11 game and AMD really doesn't do a ton of DX11 optimizations these days. AMD could probably improve performance another 10-20% with sufficient effort.

    I think you are right you generally don't see those big differences on DX12 or Vulkan titles.
    Reply
  • wifiburger
    It's amazing how crap AMD is at their drivers, 20-30fps difference just because it's a DX11 game.

    It's really roll the dice when it comes to FPS if it's not Vulkan, DX12 game.
    Reply
  • hotaru.hino
    Regarding AMD's performance with DirectX 11 (from this Reddit post):

    Let's say you have a bunch of command lists on each CPU core in DX11. You have no idea when each of these command lists will be submitted to the GPU (residency not yet known). But you need to patch each of these lists with GPU addresses before submitting them to the graphics card. So the one single CPU core in DX11 that's performing all of your immediate work with the GPU must stop what it's doing and spend time crawling through the DCLs on the other cores. It's a huge hit to performance after more than a few minutes of runtime, though DCLs are very lovely at arbitrarily boosting benchmark scores on tests that run for ~30 seconds.

    The best way to do DX11 is from our GCN Performance tip #31: A dedicated thread solely responsible for making D3D calls is usually the best way to drive the API.Notes: The best way to drive a high number of draw calls in DirectX11 is to dedicate a thread to graphics API calls. This thread’s sole responsibility should be to make DirectX calls; any other types of work should be moved onto other threads (including processing memory buffer contents). This graphics “producer thread” approach allows the feeding of the driver’s “consumer thread” as fast as possible, enabling a high number of API calls to be processed.
    The tl;dr - AMD recommends you use one thread to channel API calls. Granted RDNA may be able to do things better, but AMD likely didn't change their "best practices", or maybe the best practices for RDNA are the same as GCN.

    In any case, NVIDIA's solution to this problem of things being shoved in a single core was to add multithreading support for DirectX 11 at the driver level. From this other Reddit post:
    Since the NVIDIA Scheduler was software based and was running in the OS (and not in the GPU) they could intercept draw calls that weren't sent for Command list preperation and manually in the intercepting server batch the work and distribute it among the other Cores. The monitoring and interception would happen in the main thread (Core1) so it added some overhead but it would guarantee that even if the game wasn't optimized to use DX11 Command lists they still wouldn't be CPU bottlenecked since the software scheduler could redistribute the draw call processing across multiple threads/cores. This gives NVIDIA a huge advantage in DX11 titles that isn't properly optimized to distribute game logic across multiple threads/cores.

    3DMark used to have a draw call test, but they've gotten rid of it. It would've been nice to see the DirectX 11 multithreaded data for NVIDIA and AMD GPUs.
    Reply
  • SSGBryan
    SkyNetRising said:
    And all the benchmarks are in 4k.
    Very useful info. It's like everybody had RTX 3080 class graphics in their system. LOL.

    How about more realistic 1440p and 1080p benchmarks?

    Tom's Hardware is no different than any tech tuber (LTT, Jayztwocents, Hardware Unboxed, or Gamer's Nexus).

    The information is accurate, but it doesn't actually provide anything useful for making buying decisions. They show a theoretical best case scenario.

    If they provide 1080p & 1440p benchmarks (and on High settings), you won't feel a need to upgrade your card. At the end of the day, these types of articles are just a sales pitch that the card companies can't be bothered to make.
    Reply