Can this possibly work?!? FSR 3 Frame Gen and AFMF stacking tested!
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- čas přidán 3. 10. 2023
- FSR 3 Frame generation can (almost) double your framerate but requires game integration. AMD’s experimental AMD Fluid Motion Frames (AFMF), which is only currently available as a preview through a preview driver, and only for RX 7000 series GPUs, can also (almost) double your framerate. But AFMF works at the driver level and so it can be applied to any DX11 or DX12 based game. However, AFMF has downsides to quality due to not having as much access to game data like motion vectors, which an FSR 3 implementation would have access to. But in my comments sections I have seen people saying that you can apply both FSR 3 Frame Generation and AFMF at the same time to get a 2x2=4 effect on your framerate. I have doubts about the effectiveness of feeding already interpolated frames from FSR3 into a further (and lower quality) interpolation. In this video we put this idea to the test.
Link to preview driver (requires RX 7000 GPU): www.amd.com/en/support/kb/rel...
Links to more info about FSR3: gpuopen.com/fsr3-in-games-tec...
community.amd.com/t5/gaming/a...
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I'm curious if any of you have tried using both at the same time, and how you felt about the results? Especially on monitors with an even higher refresh rate so you could start from a higher base without going past the monitor's limit.
Link to preview driver (requires RX 7000 GPU): www.amd.com/en/support/kb/release-notes/rn-rad-win-23-30-afmf-tech-preview
Links to more info about FSR3: gpuopen.com/fsr3-in-games-technical-details/
community.amd.com/t5/gaming/amd-fsr-3-now-available/ba-p/634265
I was telling you in comments on another vid to do both these methods others were doing it
yeah, its surprisingly not terrible
05:50 bruh u can just edit it and zoom in using Adobe Premiere or any other editing programs; it's easy. I can do it voluntarily. Or do u not really have much time because u have a full-time job as a teacher?
Do you think Nvidia is developing software that would help users render videos at a higher framerate while the program consumes bandwidth to generate frames?
I think this would be the most useful place where AI generated FPS will be very strong at.
Please check games with disabled vsync in game but enabled enhanced sync(AMD control panel driver) or Fast Sync(Nvidia Control Panel).
Now try:FSR Upscaling + Frame Gen + AFMF + Radeon Boost for 16 times the frames!
1/16 times the details!
*Todd Howard awakens from his slumber*
Plus RTX frame generation :)
@@eyescreamsandwitch52 how dare you speak about god Howard like that.(this is a joke)
although i am enjoying starfield
Only if I can enable the TV's built in interpolation as well.
*50 years later*
Wow this game runs so well I'm getting 2000 fps using FSR69 with a whopping 3 minutes of input latency
😂😂😂
Homeopathy in its purest form. Dilute the substance. Then dilute it again and again and again... Until you get the purest gaming experience.
Upscaled to 124k from a 120p resolution
That's a recording, not rendering anymore😂
Half the video with "native AA" activated (that everyone said doenst add up smoothness on all vids) repeating its terrible trough the whole vid, and repeating the work documentation too.... yeah dont comment about that native AA activate till min 10 of course, and dont comment how it lags anyways and center on the mess, man this guy tryhards the flame too much.
and 4k 25 fps that ofc is already said it laggs everything and vsync bugged, this guy knows how to troll hard.
Man I can't wait till 4k video games becomes a pixilated upscale of 480p and 200ms delay to get 60 fps...instead of devs just optimizing their games.
Literally my thoughts on a comment
Mfw PS5 Pro/Xbox Series XXX come out advertising HFR and this is how they achieve that.
There's nothing like 720p upscaled to 4K with 2/3 of the frames being interpolated, multiple real-time color space and tone curve/EETF conversions (hello, Sony) and the resulting latency surpassing 100 ms.
The future of gaming! 🤩
@@juanblanco7898it's all up to the software
Apt hyperbole is always funny to me 😂
But higher fps ! It's much more important than having normal latency.
After 4 beers my fps is quadrupled
4 beers will also automatically enable motion blur. 😂
Yeah, they're definitely not designed to be turned on at the same time, but it's kinda fun to experiment with regardless.
Half the video with "native AA" activated (that everyone said doenst add up smoothness on all vids) repeating its terrible trough the whole vid, and repeating the work documentation too.... yeah dont comment about that native AA activate till min 10 of course, and dont comment how it lags anyways and center on the mess, man this guy tryhards the flame too much.
and 4k 25 fps that ofc is already said it laggs everything and vsync bugged, this guy knows how to troll hard.
I wasn't even sure it would work to begin with.
Can’t wait till modders enable everything together so we can get dlss upscaling + fsr upscaling + rsr upscaling + fsr frame gen + dlss frame gen + fluid motion frames
& knuckles
@@TheGreatTavefeaturing dante from devil may cry series
@@user-xh3nm8oe2lnew funky kong mode
Ah yes, time to interpolate some Sega Genesis games to 4k 360 FPS.
@@TheGreatTave😭
That's like applying disk compaction on floppy disks many times on windows 95/98 back in the days
That just gave me flashbacks. They're not good flashbacks :P
Hmm. DoubleSpace and similar should actually be quite good by now. The primary problem, back when, was how CPU (and RAM) limits made compression and decompression infinitely slow. On many modern systems, especially those with a S-ATA SSD, the primary bottleneck is the buswidth and drive speed, not the system (CPU + RAM) itself.
Compressing data to be stored would actually make it faster to store and retrieve information, and the compression/decompression overhead would probably be undetectable on a modern computer.
Doing it multiple times would, of course, still be redundant and potentially (depending on implementation) broken.
Half the video with "native AA" activated (that everyone said doenst add up smoothness on all vids) repeating its terrible trough the whole vid, and repeating the work documentation too.... yeah dont comment about that native AA activate till min 10 of course, and dont comment how it lags anyways and center on the mess, man this guy tryhards the flame too much.
and 4k 25 fps that ofc is already said it laggs everything.
thank you for your passion and your hard work, Appreciate all the new videos you make about FSR 3
Just a note some steps are being missed here, for these drivers you are supposed to go into the amd games menu to open the game and it will allow you to toggle hyper rx and that sets the game correctly. From there you set the in game settings to fsr3 quality and turn on frame gen while turning off vsync. Also unfortunately hdr has to be deactivated in windows. I know its a lot of steps but it makes it run much cleaner. Also note all games must be run in fullscreen to activate fluid motion.
Thnx for clearing out so many doubts, and we can see the fps on top right corner of the monitor
Mr. Owen.... Your teacher is showing 😂😜❤
Keep up the great work! Love the way you are able to dissect the technical info given in the description of the tech. Then, take things a step further and wrap it around like you're in your classroom. It's such a fantastic thing for us tech nerds needing deeper dives.
Ha that’s so cool they both worked together. I was thinking watching the start of the video if he gets that frame number up to 100 people are going to freak out. Too bad it has major drawbacks being used together. But we all knew it was too good to be true.
You can raise the size of the text in video editing by using a second video track, cropping the same video on the second track, and raising the size to the desired size.
Amd recommends a base framerate of 70 for 1440p and above for AFMF to work as intended so i'm not surprised you're getting alot of screen tearing here. When you get your base framerate higher, such as through enabling upscaling and maybe lowering one or two light/shadow related settings and then turn on in-game FG, setting you just neatly over 70fps, then the AFMF will work like a charm. It's a monster of a software thats for sure. It's not a fix-it-all obviously, but i can most certainly play titles at native 4K with 180+ FPS now thabks to it which is genuinely insane (tbf i have a 7900XT but my point still stands
True, I was messing with a 7900xtx all hopped up on water today and made it do some neat stuff and it actually looked really good, horsepower is definitely the key to this software.
Screen tearing shouldn't be connected to that though.
Could it be that running at 720p with a low fps is the input lag less?
thank you for all your videos Owen
I love your channel you’re doing things that Amd didn’t even know about
Lol loving the vibe of this channel this kind of experimentation is fun to watch
It would be interesting to see AFMF on games that were originally capped to 30/60 fps like older console games on emulators. As the games aren't particularly demanding I would think it wouldn't effect the base framerate all that much.
I did that for years to transform the 30 fps most games on my PS4 Pro ran with into extremely smooth 120 fps with reduced motion blur using my TV's frame interpolation features (Philips calls it "Perfect Natural Motion" and "Perfect Clear Motion"). Wasn't perfect by any means (latency, artifacts), but in almost all cases _so much better_ than the original 30 fps.
@@NeovanGoththat's not frame interpolation btw, it is usually called Black frame insertion (OLED screens) or Backlight strobing (Non OLED screens) which briefly consists in adding a blackframe between the real frames showed on the tv, increasing perceived FPS
That's a old and amazing feature, but it is slowly dissapearing on monitors
@@PanchoGDMKWii No, black frame insertion is called "Fast Motion Clarity" on Philips TVs. What they call "Perfect Natural Motion" is actual frame interpolation (which improves fluidity), while "Perfect Clear Motion" adapts the amount of motion blur in the content to the shutter speed a real high frame rate video would have.
Also black frame insertion isn't meant to increase the perceived FPS, but to counter a type of motion blur that occurs on permanently lit (so-called "sample-and-hold") displays like LCDs and OLEDs. It's basically like a strobe-light effect that prevents the brain from perceiving what could be called an afterglow from previous frames, hence improving clarity at the expense of fluidity. Film projectors and CRTs had this effect out-of-the-box due to how they worked, and I guess this is why many people prefer it over the more stable image sample-and-hold displays provide by default.
How many more fsr3 videos we gonna get 😂 appreciate your hard work none the less
Nothing like 100fps that feel like 10fps, pretty cool idea tho
Half the video with "native AA" activated (that everyone said doenst add up smoothness on all vids) repeating its terrible trough the whole vid, and repeating the work documentation too.... yeah dont comment about that native AA activate till min 10 of course, and dont comment how it lags anyways and center on the mess, man this guy tryhards the flame too much.
and 4k 25 fps that ofc is already said it laggs everything and vsync bugged, this guy knows how to troll hard.
I tested forspoken on a 4090 with native aa and fsr 3. I got really good results, im very impressed.
Whats wronf with selectinf native aa?
@@branchprediction9923
FSR3 doesn’t apply if you have native AA selected, at least in forspoken(haven’t tried immortals of aveum). You have to choose an FSR upscaling mode of quality or lower and also enable vsync for it to work.
@@-Burb It does work bro. I tested yesterday and just now aswell. In my experience, fsr 3 works best with an fps limit, vrr and vsync tunred off. The frame pacing is nearly perfect! The artifacting is very well controlled and the latency is very acceptable for story mode/non competitive gaming.
But i think like Jackson said FG might be too heavy when generating a full native res frame. Tho for me it worked on a 4090 and 3440x1440 resolution.
In the AMD overlay, if you turn off the visual graphs and adjust the size %, the text will scale appropriately. Just a heads up on that, i use the overlay as well on my machine.
increasing text element scaling in windows display settings has a good chance of helping out with the overlay font
Was literally wishing you'd done a video about this.
I'm glad I don't have to worry about any of this upscaling/interpolation stuff.
was not expecting this to work at all, even though its a bad experience its pretty cool that it 'works' at all lol
wow that's an insane idea
Very good content and I like how thorough you are, if I may add a small critique you tend to repeat yourself quite a bit
First days everybody hype! Finally some real testing.
The thumbnail is just glorious!
2 times 2 is 4, minus 1 equals 3 quick maffs
It shouldn't work, but I'll watch it.
OK. Watched it. I'm impressed that Interpolating interpolated frames didn't bug out and that while far from perfect, the image didn't look completely wrong. But I certainly wouldn't use it. Maybe on 500 Hz monitor, if I had base FPS of 150 and FG+AFMF went down to 125x4 and gave it 500 FPS.... because at that speed it would have decent latency. But imagining the burden on GPU makes my head hurt ;)
Wouldn't make sense even then, those kind of monitors are only used for competitive multiplayer games like cs go and visual artefacts/ghosting etc are unacceptable for such ppl.
@@Adrian-is6qn agreed
You rock the boat, you rocker.
Brutally underrated channel.
All the games I've tested with driver level fluid motion worked great and it was really rare for it to disable the fluid motion in movement. But I was also using gamepad. Seems like in the current state it's best tailored for gamepad users.
I already use a similar trick to play game that have FSR include, you can couple it with radeon super resolution (RSR) in AMD software. RSR ask you to lower your fullscreen resolution in game then upscale it, next, you enable FSR in game. The result is a fuzzy but way softer than using only FSR in performance mode and just run better.
And you're god, thaanks! You didn't realize maybe but FS3 implemented in the game reduced from 24, 17% to 11% CPU use, this is pretty important to very old CPUs as mine because it means it would drastically help me. Specially when maybe your 20% means my 100% CPU.
you should probably be testing at 1440p or 1080p to start with a high base FPS, which will handle FG and AFMF better.
True but he was testing the limits of visual quality not pure performance
Frame generation is a very weird feature right now because the cons means no one will enable it.
High input lag means competitive gamers will never enable it
Visual artefacts and generally choppy experience means casual gamers probably won’t enable it
It’s one of those features that’s cool but doesn’t seem to lead anywhere, while the ai upscaling is amazing for everyone. DLSS is almost magical with the occasional artefacts
How can this guy make 50 videos about the same god damm thing...but make each an every video unique, entertaining, and informative
Good video, a fun experiment to watch, I'm a 6800 XT user so I cannot get stuck in and test it out myself, a pity.
Its out now for 6000 series fo try it
One of the cool new features of the test amd drivers is it adds the ability to encode av1 at 120hrz, may not help yet as I doubt youtube let's you display at 120.
btw idk if you have talked about it in older video but with AFMF you can go bypass fps cap in some game that lock the fps
It’s wild that this is the games it chose to showcase the tech on
AMD can't see the future, probably the pitch was interesting, as this was the first 3rd party title announced using UE5, and AMD thought it would a good fit for FSR3.
The same way that Nvidia didn't really know what CP77 2.0 was going to be, yet they chose to use that as the test lab for path tracing.
@@TheShitpostExperience that’s an corp slanted take. Unless they are AMD titles I say it highly unlikely. Following your line of thinking what better title that ran like shit that is an AMD sponsored title? That’s right Jedi survivor would have been an home run..
@@gaurd3 Is this really all you took from that comment? Talk about hating for the sake of hating...
I don't even care about the outcome, thanks for this experiment. For science! 👏🏻
I would think that fsr 3 would get an update that allows for more and less interpolated frames. For something like path tracing using a controllor and 240hz display.. having 2 added frames between each real frame would give a benefit to some players. I dont think anyone expected the stacking have a good result. I love these experimental video that show the particulars of these technologies. Great work Teach!
I'm not even sure how that would look like on paper.
Would it interpolate 2 frames based on the 2 real frames or would it interpolate 1 frame between 2 real frames & then interpolate 1 frame between the interpolated & real frame?
If it does option 1 how does it calculate what ends up where (given it shouldn't be in the middle).
If it does option 2 how would you prevent it from just looking like massive judder because objects jump different amounts of distance from one frame to the next.
If they ever do end up providing the option I hope there's documentation on what it's even doing cause I'd just need to know! 😂
Same. I imagine if you use the 2 real frames that have the data that a particular object moved 9pixels then youd make the next fake frames be 3 pixels then 3pixels then a new real frame. I believe it could be easily changed to 2x 3x 4x etc but of course it may get increasingly garbled or perhaps give the effect of overly fluid motion like the "240hz" interpolated TV's do. Those things make 30hz somehow produce 240hz and it looks fake-smooth. Like smoother than real life or Something
This was prior to 6.0 update on squad, with rx 5700-amd boost on, enhanced sync on in adrenaline, with v-sync off and fsr 3.0 in game it beautifully scaled up 1080p to 4k at 60 fps and seemed very smooth and reactive. Going to test with squad 6.01 update and 23.9.3 adrenaline drivers.
You should look at individual frames to see if there are changes or if we have duplicates.
I really hope focus remains on frame gen, because there is so much more potential if you can run the game’s simulation faster than the frame rate and gen extra frames based on the latest simulation iteration.
Oh, this should be a fast run into weird issues
This is one of those things that has no applicable use case yet, but is just cool that it works. By the time people actually would *need* to use this feature if they still had the card in the future, the tech might be substantially more usable.
Number go up 📈👍
For VR games, in pico and quest. There is also a frame interpolation. Since it happens on a separate device, it means it's almost exactly double the framerate. And yep it works with whatever the rate was before the transfer.
Can't imagine using all these together though, the base rate would need to be so very low for it to matter. And then, well don't VR in low framerate/latency unless you really don't get motion sick from anything. But it should work.
Yeah that's what I was thinking, input delay in VR sounds terrible to me...
@@TheShitpostExperience VR headsets dont do game frame interpolation but reprojection based on gyroscope and accelerometer data. They dont have to wait for the next frame calculate their reprojected frame
From what I understand, for nvidia cards you need to permanently activate vsync from the control panel and also the low latency mode from the nvidia control panel... this leads to improvements in 120fps also with regards to lag as well as the fluidity of the image
The lag doesn’t improve, at least in a noticeable way when turning Ultra low latency mode…. It is not an optimal experience in Nvidia’s gpu YET.
Using adaptive sync industry open standard mitigates all the issues you speak of without being locked down to the limitations of proprietary vendor agnostic gimmicks.
@@leanlifter1 it doesn't mitigate anything.. it just works like that
@@MarsMarsTitan Industry wide open standards like Adaptive sync and HDR are the best tech because they just work without any of the down sides of proprietary software injection/huge driver update files that bog down the entire system. Plus Nvidia have not updated their control panel since 2003 and it's still a buggy mess and difficult to navigate for over 20 years.
As I understand it, vsync needs to be enabled when using FSR3. Does this only apply to fsr3 frame generation or even without frame generation. in which case does vsync have to be activated?
Here's an interesting experiment, it may do nothing, but still. Whenever I've had 2 graphics cards in one system, whether that be onboard Intel-iGPU + nVidia GTX 1080 under windows, or 2 AMD GPUs in one machine (RX 590 + RX 6650 XT) under Linux, I've gotten the option to plug my monitor/TV into either "card's" output, yet could choose to run apps on the other card but still display on my screen. Occasionally this would have a slight latency penalty, more so if both "cards" were in use, but otherwise it worked.
So this had me wondering, if you had a 7000 series AMD GPU connected to the display, but had a 40-series RTX card actually rendering the game, could you DLSS 3 Framegen + AFMF? If it worked that would likely be closer to 2x2=4 since the performance inneficiency of DLSS3 framegen is probably better since it's using independent AI cores and a separate motion processing core for DLSS3+FG, not the Async compute, and the 7000 series card would be idle so it's compute would be fully available for fluid motion frames.
This might not work if the AMD Driver-level features don't kick in if it's not actually rendering the game, and only presenting the result to the monitor, but if it did, reflex may still be possible as you are not using FSR3. Also this setup using a RTX 20/30 series card would let you use plain DLSS upscaling with AFMF instead of FSR3.
Obviously most people would never do this: have both a RTX and AMD 7000 card in the same machine, and leave one mostly idle... but it would be fun if it worked.
I wonder if you uploaded a 120fps video at half the speed, but then we watched at 2x speed if we could see the fluid motion on CZcams. Not sure if I worded that correctly.
The school year’s back on and Daniel is more productive than he was in the summer.
Have you tried fsr3 framegen without vsync on other displays with radeons? VRR looks smooth for me using the forspoken demo with a 1440p170 DP monitor and an XTX
Hey daniel, what is the software responsible for the OSD on the top right corner?
Basically we have to wait for that technology to develop and currently FSR 3.0 without FG seems to be the best option(imo), at least in this game - it almost doubled the frames without destroying the frametime and giving wierd issues, it only gives some lil artifacts known to us before from older FSR and DLSS versions.
Choppy 140 frames per second aren't worth it when You can have smooth 60 frames native/FSR quality. Still, it's impresive technology
The frametime graph going wild is a side affect of having vsync on, but this is just how the frametime is measured. The frames dont actually get sent to the monitor in this fashion. They get sent to the monitor like how vsync does it normally. Fsr 3 without vsync performed better latency wise in my testing. Im fact fsr 3 performed very well.
Daniel...What if you use RivaTuner to hard cap your fps to 120 all the time? Would that eliminate the weird pacing you feel when at 150+ generated fps?
I wanted to ask the same question, i think the tearing wil still be there though because GPU and monitor are out of sync due to VRR disabled. RivaTuner only throws away the additional frames. Im curious though if Radeon Chill can do the same.
This is my base frames rate, not so good huh?
Now this... this is FSR3.
So what, you increases your frames rate, still not 60 yet.
You going to love this, trust me
And this, this is what is know as Fluid Motion ascended past FSR3 frames rate.
AND THIS... IS TO GO EVEN FURTHER BEYOND.
No stop it, you will surpass the monitor refresh rate!!!
It unreal, how can he generated so much frames.
And this is AFMF at driver level. Sorry it took so much time. I didn't know it was possible before.
playing this video on fullscreen, i can see the overlay font well enough.
Also since AMD recommends using frame gen with over 70 base fps, would that have the same problems?
I'm thinking as why you got screen tearing at lower refresh rates, that could it be it tried to sync with the non FMF frames thus getting tearing when it's actually above that?
Now you can test it compared to the TVs built in frame interpolation :D
why didnt try disable vsync/free sync through AMD software, maybe its the game vsync and amd driver freesync conflicting the interpolation frames from amd driver to game drivers.
Can you do a video where you cap the in-game frame rate so GPU isn't at 100% and test if it helps with the "ghosting" of AFMF?
At 15:35 it almost feel like the top half and bottom half of the screen have different frame pacing due to tearing? Might just be the camera capture but it's quite interesting
I've been thinking about this earlier but didn't have the chance to test this since i only have a 3060 and don't have access to afmf. i wanted to try locking the ingame fps with fsr and fg then enable afmf and see if it actually helps with the tearing.
Been watching for a year or two, just to realize that I was not yet subscribed. fixed haha
You rock.
Crazy idea to stack two frame generation systems :)
Frame generation doesn't have to be double, GPU can create 10 frames between 2, it just needs to be coded and implemented. The base framerate has to be high, it will be useful to go for example from 120 to 480 fps, above CPU bottleneck. The the extra lag will be small (or even zero, with predicting a frame tiny bit in future), also the 2 "real" frames will differ less with high base framerate.
Trading one problem for another.
Framerate is determined by how fast the GPU can render each frame. If it was computationally free to generate filler frames, we would be doing it a lot more. The main problem they are solving is: How do you generate filler frames in a resource light way that doesn't introduce artifacts.
Fake frames are not better than the real thing when running as you said already in highrefreshrate. Why break a perfect outcome for something a leased a little but up to and including allot worse.
Try to add scanline sync from rtss or from special k to remove the tearing. Your framerate has to be not lower than your TV refresh rate. It will lock it on 120 fps with no tearing theoretically.
Wouldn't it make more sense to set display refresh rate to 60Hz for the GPUs which can't reach 120 fps and to target stable 60 fps?
Eventually FG will generate sframe in sync with your monitor. So for a 500hz monitor, it will generate 4 frames on a base rate of 100fps.
I think you need to get your GPU load lower before FSR 3.0 is going to have latency that you're happy with. You'll need some kind of frame limit. Playing with Forspoken, input latency is *lower* with FSR 3.0 FG enabled than DLSS 2.0 or native rendering if the GPU load was in the low 90% when I started, FG drops the GPU load to ~65% and drops the CPU load from ~40% to ~20% and input latency dramatically improves. You can't do this if the GPU is constantly pegged at 100%.
That doesn't make a lot of sense that gpu usage would be lower, there is more gpu work with FG on
@@Tcatracing Frame generation uses less resources than rendering. If you set a frame limit anywhere then the FG bumps that limit, it limits the max frame rate but it also lowers the system load dramatically.
On Forspoken it's worth cutting the CPU load in half vs using DLSS 2, which also helps with input latency. It is literally like playing a last gen game.
Just started using this yesterday … not a big gamer but a bit of a fs2020 nut. It DRAMATICALLY changed the feel. Almost ZERO stutter smooth , even in heavy scenery. Low heat solid frames !
Have you tried turning off Freesync in Adrenalin when your frames exceed Monitor refresh rate?
6:34 If 27 frames are the original, and in the end we get 87, because the rest are only artificially generated, then we actually only have an effect on 27 frames, the rest are just added cinema. Any number of generated frames could be added, so that it could be, say, 200fps or more. This technology only uses an illusion, unfortunately it does not render real frames! That's why I don't use the generated frame function, even though I could, but I don't!
does frame limiting help with the tearing with free/gsync for these frame gen
Nice review! I think you mentioned in the previous video but I think it was game level about FG & Vsync limitations. How about capping frame to 120fps in "Frame Rate Target Control" & Enhanced Sync in driver?
Was thinking the same
Oh the win scaling 4K woes. Have a lot of troubles on a pair of 27" 4Ks at work. To enlarge the fonts in the overlay, you have to set custom Windows scaling properties on the Radeon Control Panel Launcher executable. Right click on the executable -> Compatibility -> Change high DPI settings -> HIGH DPI scaling override ticked.
Then shut down the Radeon control panel app, and start it again through the executable you just set those properties on.
can this theoretically work on laptops with both amd igpu and an nvidia dgpu? Would be massive for baldur's gate. Would optimus mess with this?
just curious why you didnt try to drop it to 1440p to get a better base fps an then do all the fun stuff. i know image quality wise it would be bad but for the sake of fps their is no sacrifice to high.
FSR 3 FG + DLSS 2 would be a wet dream.
Will be good to test on 60hz 144hz @plus monitors.Also tv is not actually monitor and they add extra lag even if turn off all their enhancing stuffs.
Digital Foundry seems to be lowkey snubbing FSR 3 potential thus thank you for making these great videos!
Digital Foundry is Nvidia's Marketing CZcams Channel.
I'm sure DF will release a video when it's ready.
@@CrashBashL DF has released their findings and proved the frame time issues basically all users are seeing in MSI afterburner are not a logging bug but an actual issue with FSR FG
@@Tcatracing And what about it?!
In general DF is an Nvidia dick riding team.
Alex is stressing people enough by saying that the RTX 4090 is a good value.
Excuse me ?!
no floating Danial this time, only his floating hands...i dig it
Rather than interpolating, can the AMD driver not just reproject frames, like VR headsets?
ive been trying to talk about this. so, AFMF is compatible with freesync while FG is only compatible with vsync. if youre overriding one or the other it could be why it doesnt feel so smooth. personally i'd say play around with it more to understand it but it was nice you braught the idea out there fast so others can try it out and get it working smooth for themselves. the actual fix for this would probably be RTSS. mixed with vsync. tbh.
Fsr 3 fg is compatible with vsynch and without vsync, in fact it has a few different modes of pacing and presentinf frames, giving the devs the choice. Fsr 3 is very, very impressive (i tested it in forspoken).
@@branchprediction9923 oh i'm not bashing it whatsoever. im just upset that he didnt use other methods to show people how to make it work properly. please add more haha :D
@@branchprediction9923 i think its one of the most impressive things ive ever seen. and so do a few friends i have who are in IT and dont even game.
Why is this the best gaming hardware channel???
Hmm have ya tried to type in 300 or 400% and see if that (200%) is the slider limit or overlay limit? Btw man. I could read the numbers anyway on amd software and I’m on an iPhone 11 lol.
Important to know : when the driver code for AFMF was added to Linux, a flag was added about the number of interpolated frames. That means that while gen 1 FSR3/AFMF may seem to stop at 1 generated frame for one frame, it may become 2,3, even 4 in the future.
This tech is big...
Not surprising though, TVs already did this for years. I had a Philips OLED TV from 2018 that - depending on the motion settings - "upscaled" 30 fps input to 60 or 120 fps by inserting a different amount of generated frames. It even had a second setting to adapt the amount of motion blur to the shortened virtual shutter speed. I always wondered why such features weren't implemented into GPUs (until Nvidia announced DLSS 3).
Someone found the same thing hidden in DLSS3, it’s interesting that neither AMD nor Nvidia is giving people the option to change the values in games though.
I wonder if maybe more than 1 frame being generated takes longer to render than the time between the real frames? That could cause a lot more input lag and make the game feel worse. Image quality would get even worse too when interpolating between “fake” frames.
As far as I understand it FSR3 is designed for vsync without freesync.
They know the refresh rate of the monitor (for example 120Hz) and then try to time the interpolated frames so they are generated every time a frame is sent to the screen.
Now if you enable FMF in the driver at the same time the FSR3 implementation is thinking your refresh rate is 120fps, but in reality it is 60fps because every frame is doubled so I am not really suprised there are timing issues.
I know we already had a lot of FSR3 videos, but I would be curious how it compares on vs. off on displays that do not have vrr support. Maybe you do not need vrr any more because fsr3 already compensates for that.
Yeah in forspoken I noticed that FSR3 did nothing until vsync was turned on. Even then though it didn’t feel like I was getting the refresh rate it said I was. It said I was going from about 55fps up to 100+, but if I had to guess blindly I’d guess it looked like about a 20fps improvement, or about 75fps total. Hopefully it can get better, but I’m not super impressed so far especially when compared to DLSS3, which can also use freesync without vsync.
I do enjoy these testing videos though, I’m hoping that AMD ends up winning the frame gen race overall.
Does anyone know how to get the record and stream menu in the AMD Adrenalin app? Because i don't have it at all
well, yesterday i did a RE4R Separate Ways run with AFMF enabled, FSR 2 Quality enabled and vsync on, with the game running at 4k resolution... all that on a rx7900xtx and 4k/240hz monitor.. i also had Radeon Enhanced Sync on... my average FPS for that experience was 267.1 .... it was an amazing experience.... the whole game looked and played way better then i expected it to... i really like this AFMF feature, and i can't wait to get the final product
Daniel is the Goat.
Wait wait wait wait wait if AFMF stops working at fast motion and drops down the frames, then AMD Boost should crank up the fps during fast motion when enabled, right? Shouldn’t they become a deadly duo?
Kaiokeeeen!
Can you use Fluid Motion Frames on media player software? I want to watch the Hobbit movies