AMD Fluid Motion Frames Is Out Now... And We've Tested It!
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- Опубликовано: 7 сен 2024
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Hey guys don't forget you can also use AMD Enhanced Sync to not have screen tearing if the framerate goes above your display refresh target. This makes "capping" your FPS unnecessary and helps bring the max out of AFMF.
I kinda see why you might have missed this since it's only mentioned Enhanced Sync doesn't interfere with AMD Fluid Motion Frames when you are in the Enhanced Sync option and not advised in AMD Fluid Motions Frames itself.
Yeah, I've been using enhanced synch too when going above 240fps :D
yeah. running more than 300fps on a 144hz monitor no problems. Enhanced Sync is amazing
The option says it doesn't affect, not interfere. Which means it's useless. Check the framepacing.
Does that work with freesync?
it causes a bit of motion judder during linear gamepad camera pans compared to a locked ½-refreshrate.. But then again, there's a great benefit to latency to have a higher base fps using enhanced sync. If you are already producing a lot of FPS (like 100-120fps to a 240Hz screen) those judders become less distracting, especially with more erratic mouse movement.
AFMF works on the ROG Ally, given it has a 120hz VRR display this is a very good thing indeed.
Where can I go to download on my ally ??
@@nat3dgr34t u dont download it to ur monitor, update ur drivers to the latest (if u have a 6000 or 7000 gen amd gpu) and it will appear in your graphical settings in adrenaline.
"DF Clips" - 17 minutes long
Wait till you see the length of the full video
This ain't Tiktok
Lmao
Don't tell him dude @@misterpuff797
Watch 3 minutes then 😂
AFMF sounds like 90's rap band.
Why isn't it just FMF? We don't say NvDLSS or NDLSS. Probably easier to say FMF, or even AFF instead.
Alien Ant Farm?
Not rap, but got a KMFDM vibe😂
@@kuro-komaAMD has to fire their marketing team.
It looks smooth AF, MF
😂😂🤣
SAF,MF
🤣🤣🤣🤣🤣🤣🤣🤣🤣
I used AFMF on my heavily modded Skyrim SE and it is great. 1440p, 165Hz, Freesync Premium monitor. Average 118 fps and it was butter smooth.
Cant wait to spend 10 hours installing mods and sorting load orders just to take 20 screenshots and do it all over again in 3 years
@@cosmic_gate476 That may be what you do but I have played Skyrim 5000+ hours. I use the game to launch my mods.
@@cosmic_gate476 my god how old are you 10 ?
the best thing that happened in my 6700xt. god sent from AMD.
I use it in F1 22 to double turn 80 fps into 160. Works perfectly and artifacts are next to none.
problem for me is im getting constant 50% micro stutters
I enabled AMFM in my car just by tweaking the radio but I can't get my old settings back. I swear I'm being completely Sirius
Actually surprised that your take about AFMF came out so late…tested this last week, works like a charm!
I’m really liking this tech. It’s been a game changer for most games that I’ve used it with. A stand out is Arkham knight, I can set the fps to 60 in game and will get 120 steady with fluid motion turned on. It’s an extra good for games like AK because you can circumvent the low fps cap of the game.
I’d like to add that it works AWESOME with heavy Skyrim modlists.
Cant wait to spend 10 hours installing mods and sorting load orders just to take 20 screenshots and do it all over again in 3 years
@@cosmic_gate476 poor kid
i did that and the game would never work so i gave up@@cosmic_gate476
How often it turns off depends on the base fps and resolution. The higher the fps and lower the resolution, the left often it will turn off because there will be smaller differences between the real frames. Also the in game fps limiters will give significantly lower input lag than external ones like RTSS.
the fram dropping is kinda stupid tho.. It just feels bad when you suddenly have framedrops to half of your framerate during movement
I love AMFM - It made ROG Ally Steam deck killer - Starfield on mobile device in 60+fps is amazing. TLOUpart1 in 100fps+. It makes games working in 40fps feeling like they are in 60+ - HUGE upgrade.
is it already available for the rog ally? so then you should have better battery life with less power and enabling this right
Personally I can't use AFMF under a base framerate of 60fps due to how much it impacts latency. if you are running at 40fps running AFMF, it feels like 60fps using triple buffer vsync. I'd much rather prefer to play at 30fps without vsync, since the latency is much better. (for most games, if they are slower paced I see a reason to use it)
@@alexismartel6917If you use a FPS lock, then yes, in theory. This person seems to be leaving it unlocked.
handhelds already playing in lower image quality and you got to lower it more with AFMF lol.
I would like to see a breakdown of the Lossless scaling app. It runs in windowed or borderless, doesn’t disable during fast movement. I think it’s a fantastic app for any of the PC handhelds. I’ve been using it on the Legion Go targeting 48fps(96fps after frame gen) at 144hz. I would assume it would have same results for steam deck going from 45 to 90. Lossless scaling also works on native portrait screens where Legion Go has issues with AFMF.
It's a miracle, DF covering a AMD feature, the planet is healing 😮
It's almost like stepping into a parallel universe! 😂
John's point at 13:32. I'd like the option to turn off the auto toggle but even with it I may be willing to deal with the occasional judder to get 120hz or 100hz BFI on LG C1 and avoid flicker.
Also there are probably .dll tricks that can get things like DS3 to run at your max refresh rate
There is a workaround for games that do not start at your desktop refresh rate. Remove all listed refresh rates except for your highest/target one through something like CRU. Sekiro for example starts at 60Hz but if it is not available then it starts at next highest one.
Also there are frame unlock mods for sekiro and many other games already. Those stacked with AFMF work great
I feel like this tech is basically just the same as the tech they were including on 2010 2012 Plasma's and LCD's. But, as someone who has one of those 2012 LCD panels, AFMF is way way better about retaining image detail. Artifacts are almost unnoticeable. But if your fps dips a lot dont bother.
you feel like motion interpolation is motion interpolation? wow
@@abeidiot Look out everyone, abeidiot is here to get his dopamine, imagine being THAT guy. Must be a real pathetic existence. Look, talking down to me doesn't work, can you try something more original?
The difference is latency. Those systems had over 3000ms of latency and afmf has like 20 to 60ms latency. On a device where there is no input, latency doesn't matter. Also the artifacts are way worse on those tvs with interpolation.
artifacts are way too noticeable on mine.
I found the way that AMFM turns off during fast camera motions to be a turn off, because if youre in combat then your FPS becomes wildly unstable
I used it in Control and Cyberpunk and there was no issue
@@adi6293 This issue that he is on about is a thing. If you move the camera fast enough it turns off... Its simply the way AMD made it. Which is why its not very good at all.
@@lilpain1997 But did you use it or you just going by what he said? Because I have a 7900XTX and I used it , I played 30 hours of Cyberpunk with it on using the preview driver last year and it worked great, even in combat it stayed on for me BUT I did start from a higher base FPS I went form 90 to " 180fps "
I wish they'd just make that feature toggle-able, even if it defaults to On because they think it's better
@@demrasnawla It is 'toggle-able'
One thing hilarious is that they mention lossless scaling that solves every issue they have, and don't mention that it solves them. For example with dark souls 3, because LS requires a window mode, which means desktop refresh rate, and it doesn't disable itself. Literally everything they want, but hey not gonna mention it. SUS.
So after all these Christmas's we've been turning off motion smoothing on our parents TVs we've come full circle and are adding it into our PC's via a patch 🙃
AFMF is a really nice addition‚ considering it is at Driver level. Consoles (Xbox Series X and PS5) could make use of such tech for games that have no FSR3 implementation‚ and eventually implement FSR3 in new titles and update the old ones that already use FSR2.
AMD have framerate cap in the drivers under the gaming section, it's just down below in the advanced area that you have to expand out.
Yes but I heard that its implementation isn't as good as RTSS is.
@zerotactix5739 true. However, if they allowed amd chill (which can be set to the same min and max fps) that would work better. Chill is seriously no joke when you compare the input lag with nvidias and some in game limiters.
Why not use Enhanced Sync (AMD's Alternative to NVIDIA's Fast Vsync)? It should automatically strip out excess frames past the monitor's refresh rate while letting you keep the input latency of a framerate beyond it.
This should still apply for Frame Generation/FMF, just in this case it's preventing tearing while allowing you to push past 1/2 your monitor refreshrate for the internal framerate (therefore improving responsiveness).
Heck, could apply as "Virtual VRR/LFC". If your internal framerate dips below 40fps (the bottom of most VRR windows for displays without LFC), you're kind of screwed usually and would have Vsync Jutter or tearing. But with Frame Generation, it would make say, a 35fps dip, deliver as 70fps instead, which would fit into the VRR window, ergo no tearing/monitor-jutter, effectively acting like Low Framerate compensation, but in software.
And in conjunction with Fast-Vsync/Enhanced Sync, it pretty much becomes the Visual result of a "Adaptive Frame Gen" solution (Where Frame Gen would Hypothetically only generate frames at intervals to fill in the difference between the active framerate and your monitor refresh. So if you're running at 80fps on a 120hz monitor, it'd only generate 20frames per second rather than a full 80). As frames in excess of your monitor refresh would be stripped out, leaving you with the majority of frames on your display being Real Frames, with the minority being Generated, the difference shrinking the closer you get to the internal framerate matching your monitor's.
Heck, tested this with Like A Dragon Gaiden and it looked pretty decent for a extreme test case (Me hovering exclusively between 30 and 40fps internally with a 60hz refresh rate rather than a 120. FSR-Native AA + FSR-FG + Native 4K = Expensive for a 3080-12GB hah)
ruclips.net/video/ann7BWjhnJM/видео.html
A disable option would be cool, but I would love to see a sensitivity setting. So it could be adjusted so very harsh movements or cutscenes triggered the halfing, but it wasn't happening in gameplay as often. I like the hot key capability of it.
If I'm being honest, I'm not all that interested in Frame Generation, or Super-sampling. This generation is one of putting bandaids on bleeding wounds. I appreciate how this technology is aimed at low spec configurations, but at the end of the day I shouldn't need an rtx 4090 just to play the latest AAA at 1440p Native resolution.
it's actually aimed at increasing high refresh monitor viability
I've been using smooth motion with Lossless Scaling in Tekken 7 and it looks and works amazing. Would be cool to see them cover it!
Not a game you want Added Input delay in. Plus it’s not a demanding game. What’s the point of your use here?
@@Akkbar21 The input delay is negligible from my experience and it allows me to play a 60fps locked game at 120fps.
@@RooboliusBrandybuck not a choice I’d make, but okay. Thx for explanation.
I used lossless and it's so much worse than AFMF in my experience, It didn't even 2x the experience.
I found that AFMF only really works well for 2D games and mobile games that don't have direct camera control. But even then, it breaks down with UI elements and anything with dithering, fake scanlines, and checkerboard patterns (like Sonic games).
It works great on everything as long as you have it setup right. people are complaining about image quality while trying to use it under 60 fps really should not be talking about it. nor examples like this where you are saying it only really works on 2D games thats not the truth.
@@UKKNGaming Fast camera movements disable the frame interpolation, it also causes UI issues, and Hardware Unboxed and several others have reported framepacing issues as a result of using it.
Works great with HoloCure, the Cotton Saturn Tribute games, and Blue Archive (on WSA), but I wouldn't use it for anything with direct camera control.
Native FSR 3 support or FSR 3 support through mods (like what LukeFZ and PureDark have been doing) is preferable.
I have an Oculus Quest 2 (with Virtual Desktop connection to PC) and it really helps in games like Half Life Alyx. The difference is more noticeable in VR.
Great! That’s good to know it works in VR
Isn't it what VR is doing for a while? Async reprojection was already there. Are you doubling that with flatscreen designed AFMF?
@@damianabregba7476 I'm using AFMF on the pc I'm projecting from, yes
Then Nvidia should've called their technology NSFW - Nvidia Super FrameWork
My gripe with AFMF.
Where I live energy is expensive, a nice 60fps cap makes my entire system draw 250w.
If I activate AFMF it jumps up to 500w total system draw and puts me to far above my 144hz monitor range.
I can’t get any FPS cap to work 😢
I wanted 120 fps for the price of 60fps 😂.
Back to v-sync and 60hz refresh for me and my 6950xt.
Tbh I find as long as the 1%lows are close to the average fps games feels smoother.
Skyrim plays lovely, no shudder, no tear, no stutter. 60fps with a 59fps 99% percentile. Can’t complain with that.
Games I have that drop to 50 fps in the 99th percentile have noticeable judder even with freesync.
should buy lower power components if power draw is an issue
@@doltBmB she should buy a laptop, or a rog ally if she cares about energy usage.
@@oo--7714 not necessarily, a 65w cpu and 160w gpu is pretty energy efficient at desktop performance
Not really related, but I achieved acceptable results using Lossless Scaling FG with Alan Wake 2. I have a 2060 mobile (dell g3 15) and was able to acheive decent "60fps" gameplay by locking the framerate to 30 and setting my monitor to 60hz.
I was pleasantly surprised.
I wish the can add support on console on 30 fps games. Add "1 fluid motion generated frame" for every "3 real frame" so we can at least play our games at 40Hz mode for 120Hz display.
Not how this would work. Only every 4th frame would be native if you scaled from 30 to 40 for some reason, the other 2 "real" frames would never reach the display and only be used to generate the synthetic frames. Furthermore, I seriously doubt the current tech is capable of completely decoupling rendered framerate from displayed framerate. You'd have better luck hoping for a higher amplification factor, for example 2 generated intermediate frames to go from 40fps to 120 or 3 to go from 30fps to 120.
Looking forward to you guys fully testing this in depth
The 24.2.1 driver update screwed it up and now I'm waiting for the fix. I want this feature to be better than it is though. Hoping they add more options like stated in the video.
One thing I realized, AFMF generates lower resolution frames, if super sampled, the frames generated look clearer, and AFMF looks better. I tested it in Dead Space, with the exception of the current microstutter issue, it looked pretty great, and even with moderately sensitive kbm controls, it worked pretty great. Really depends on the game. I may just go ahead and install the FSR 3 mod though, FSR 3 FG works better, although, I feel it has worse ghosting issues when injected into a game than AFMF.
Is afmf only on 24.2.1+?
@@izayoiigames3467 it was added in 24.1.1 but the microstutter might still be present in some games in that driver version. Idk when that issue was first noted, but it's in the 24.2.1 known Issues
I used it in Elden Ring with a mod and it works really well. No HUD issues and great improvements to fluidity.
Can you try out the mod that replaces Nvidia Framegen with AMD FMF? I tried it in NfS Unbound and Returnal but it doesn't seem to work well for me but some other people report that it works.
least fsr3 mod does not turn off itself...it can do 360 degrees without frame drop to original fps
FSR3 frame gen has to be implemented into a game though, which is why it works better.
FSR 3 mod can work in very funky ways in some titles, like Jusant, for example. Your mileage may vary.
FSR3 have access to the internal motion vectors and other buffers (depth, occlusion, etc). This one works on single complete frame to the next.
I used to listen to your full video every week during my driving
And then what happened
I don't have the option in my AMD software. I have just updated to 24.1.1 and there's no option.
If you use dynamic resolution with afmf, this supposedly counters the fps drop, and this would be even better with fsr. I guess this is all in the hyper rx feature set, but nobody is reviewing the whole package being enabled all at once.
I've got Lenovo Legion Go and AFMF will be a huge improvement for AAA to play on it at 60fps.
Good info on AFMF. Probably would avoid using if possible and use native or FSR2, FSR3 instead if needed.
Does this work with Nvidia Reflex on? I have a 3080 which does not support DLSS FG, but does support Reflex.
I doesn't work with Nvidia GPUs , only amd GPUs.
IIRC FSR3 frame gen will work on a 3080, but AFMF is a driver level feature, so no support for anything other than RX 6000 and 7000 cards.
I was just curious about the difference in quality/speed between 1440p native vs 4k upscaled. From what I gather from a cursory look, you're only losing 10% fps for what could be a higher quality image than 1440 native. Anyway, a video on that would be good.
4k DLSS > 1440p native. As for frame-gen, it doubles the frame time. While generating from 60 to 120fps is fine, if you already have low frame-times. But trying to get 60FPS from game that struggles to hit 30FPS is not a great experience.
@@3rdHalf1 ok, good to know. Not a fan of frame gen, though.
@@HankBaxter depends on the game 🤗 Graphically demanding city builders, like City Skylines and ANNO, already play fine @30FPS.
But getting 60FPS, without compromising on reflection, lighting and shadow settings would be a cool bonus.
Basically, frame-gen can be great bonus, but it isn’t a solution.
@@3rdHalf1 I got The Witcher 3 running full RT @ 4k (no dlss upscaling) at 40fps, frame gen took it up to 60fps and it was how I played the game. It was amazing. I'm not a fan of upscaling in general with my testing, kind of butters up the image (some games have better implementations though, Cyberpunk for instance really improved). Very few have actually been able to test these types of situations and therefore, rely on media to tell them what to think and what to parrot. Hardware accelerated FG is an awesome feature though from the numerous games I've tested it in. You have a big group of people though who weren't interested in FG unless it was AMD branded, and another big group who isn't interested in it because they don't know any better as they don't have the means to test it themselves. It really is a great feature though, and from my experience a choppy 40fps being able to be pushed to a smooth 60fps without having to use upscaling to do so, is a great tool to have. Reflex + FG gave me lower latency than not using Reflex + FG at all and playing native. Sucks so many will not be able to see it with their own eyes for years to come and pass it off as a non impactful feature.
It's not as good as FSR3 but it's better than nothing, since game devs took their sweet time implementing FSR3 natively for....reasons.
If I'm not mistaken the frame generation added latency ub LG TVs is huge (~100 ms) but that of Samsung displays it can be really small (
I used it with high base fps like 200 on 240hz screen and it takes fluidity to next level with minimal extra lag and no tearing in such high base fps. Other than that is good for racing games.
1:29 No Vsync means you will get screen tearing when FPS exceeds your refresh rate, even with VRR. Artificially capping the FPS with anything besides the game engine itself is strictly forbidden for VRR, which requires absolute control of the refresh rate. It's bad advice I'm sick of seeing repeated everywhere
Just tried it in Witcher 3 Wild Hunt on my ROG Ally and it constantly does the turning on / off thing.
I used my LG's motion smoothing to play 30 FPS RPGs. Kind of sweet and mostly wanted a dedicated game mode button to turn it off more easily.
For action games, it obviously sucks. But even for TV I've used it and adds extra frames but was not full 60.
So, it might work on OLED Steam deck? Any more information on this (when and how we might use it and any game recommendations)?
It MIGHT support RDNA 2 GPUs but it's made primarily for rDNA 3 and up components
Try to use lossless scalling frame gen, it is a similar sort of tech.
Not for now, since this feature is not supported on Linux
@@oo--7714 Is it easier to setup than LukeFZ???
@@eloikmorissette8897 There's absolutely no difference in its performance between RDNA 3 and RDNA 2. It does not make use of any Ai cores. It doesn't even have any frame vectors. Runs the exact same with both.
"Wow thats smooth AF, MF!"
I find Lossless Scaling's frame gen to be better
@3:41 Samsung has been doing low input latency (
TV? Not on their phone right? I don't see that option on their Game Hub.
Fake resolution, fake frames, fake games. Gaming has never been so exciting.
A Question for the DF crew, why are older games getting rid of their built in bench marks ? I just noticed this today while trying to test various games before I upgrade my PC.
built in benchmarks weren't even very common though.
Which games removed benchmarks within the game?
@@JoshuaCBrown Mad Max, Half Life 2, Red Faction Armageddon, Crysis, Dead Island, BF Bad Company 2, Dishonored 2, Half Life 2 Ep 2, Left 4 Dead 2, Sniper Elite 4. The list goes on, I wasted a whole morning booting up games and only the tomb raider and batman games seemed to have the benchmarks intact.
@@demonhighwayman9403frankly those games are ancient. If you really must test DX9 performance, try Resident Evil 6 benchmark. It's free on Steam and only a few GB
@@demonhighwayman9403 Crysis never had a built-in benchmark. What do you mean? Neither did Half Life 2 ep 2 nor Left 4 Dead 2. Lol Are you sure you didn't imagine these benchmarks in a dream?
3:35 already thought that in my mind
AFMF? I’m MF AF!
So, much like DLSS 3.0, you already need a high frame rate to make this at all feel good at which point you already have a high framerate so who cares? This is one of those technologies that just makes me scratch my head. It's only really useful for people with higher end hardware who don't really need it when on it's surface it seems like a thing that would be a boon to people with lower end hardware but it's basically worthless in those scenarios.
I guess if you are an ultra high framerate FPS player who wants as many frames as possible? Maybe? but in that case would you want fake frames? I dunno.
Frame generation free around 30% cpu usage in my case so its very useful. I dont know about this but im talking about dlss 3.0.
Its one side that is not talked about much. Also it helps the motion a lot on a 120hz Oled
Well if you have 144hz monitor and you getting 80+ fps on it , then lock fps at 72 hz and AFMF will make it 144 fps , that's the point .
Same goes for 120 hz monitor , lock fps 60 and AFMF run it at 120 hz .
If you getting 120 fps already then don't bother turning on AFMF .
@@skywalker1991 seems to be an nice feature for 2012 😎
It is good that this kind of tech is starting to happen as this is the only way to make 60 FPS locked games playable again after getting getting used to high FPS, but that automatic stopping of interpolation is absolutely ridiculous. TVs do it too and it is the most idiotic feature I have ever seen. It is basically like double buffered V-sync which is probably the dumbest thing that ever made it into games in history. How could anyone in the world not notice their framerate being randomly halved is just beyond imagination.
I’m not trying to be mean in any way but Dark1x looks like Paul from Pauls hardware little bro 😂
That's a way more positive response from Alex that most of us would have expected. I personally still don't like it. Constant up and downs in FPS is distracting.
1:55 Was that Scar always there?
Yup
New here
@@FooMaster15Do you know how he got it?
It's a cool scar but how did he get it? attacked by a tiger? I would wear that scar proudly and it's a cool story to tell kids you fought a dragon lol
Always has been.
This isn’t the technology we were hoping it was. It can only double your framerate reliably if you’re able to reach 60FPS already, and then what do you even need it for? Fake smoothness that turns off in quick motion? It increases latency and can’t even stay on at all times. The only thing it does well, it can’t do consistently. It’s not worth it. And in games like Avatar with FSR 3 frame generation, you get that awkward smudging around hud elements that can’t be ignored.
the fullscreen of Alex face looks to crisp. Eyes and everything. You are really showing the advantages of high resolution.
😂
I don't understand the big deal about tearing. I hardly ever notice it and i play on a 60fps monitor at like 80fps most the time and always turn off v sync now.
@John-PaulHunt-wy7lf Are you a bot? because what you said has literally nothing to do with what i was talking about.
If you're getting 80 FPS on 60hz display your screen won't ever tear, VSYNC only applies to framedrop below refresh rate
@@chris42069
That's simply wrong.
You can get tearing above or below your refresh rate
Latest Amd drivers crash Star Citizen before you get into game. Rolled back. 6600m.
We need EDID editors.
This is a thing. We HAVE that. It is a very easy way to brick a monitor.
@@master74200 I know. I mean we need an easy, fool-proof way to edit monitor capabilities.
Fixed rate dispalys dont always suffer from screen tearing 😅 sound like a nvidia fan boy 😂 clutching at anything to down play its, ive got a 144hz screen gaming at 300+ fps is perfect zero issues and plays super smooth
The input lag is actually reduced, it goes from 8ms to sub 4ms
I've noticed a higher polling rate on the mouse triggers it to turn off more
I couldn't use it. The driver caused Bf 2042 to be a slide show. Other games where fine. I went back to the old drivers. I wanted to try it out though.
yeah but does it work in pc vr like Flight Simulator and DCS on amd 6900XT ?! Tried it but not realy shure if it work
How good does this look for movies in comparison to NVIDIA's VSR?
6700XT: Rocket League 500-600 fps
6700XT FMF : Rocket League 200-300 fps.
Why the hell would you even want frame generation in Rocket League to begin with?
Can someone explain it to me like an idiot, why would I use this technology if it works best when you have framerates above 60 fps ? Is it only because of the "smoothness" and matching your monitor refresh rates, or is there something else in mind?
“ dur smuuv NEsS Mahtch sueet spaht uf FPS”
Was that good enough for you? 😂
60FPS is from 2009 wtf
Anyone who explains it to you is the real idiot, considering you could look it up yourself and you're not paying them to look up the information for you.
Yeah you got it ( it really does though )
it mostly also makes for a good headline "AMD GPU'S DOUBLE FPS WITH NEW UPDATE ?!?!?! "
It’d increase visual smoothness and motion clarity, but responsiveness would likely regress along with potential motion artifacts
The fps cap stuff is disinformation. Simply use enhanced sync and or freesync and its incredible
6:11 you have a sick scar! Can you tell us the story of it?
John marston
So basically AMD copied yet another Nvidia feature without making it as good.
Nahh is that elon musk?? 💀
I play all my side scrolling games (mostly metroidvanias) on consoles with my tv motion interpolation turned on to have perfectly clear motion and the input lag is absolutely acceptable
It's getting confusing, do you put on fsr, afmf,fsr3 which ones best for what.
They are all three different things. FSR: Rendering the game image in a smaller resolution and upscaling that for better performance. AFMF: Double your current Frames on a driver level where no FSR3 implementation is available. FSR3: Frame generation that doubles your frames as well, but must be implemented by the game dev. So you can use FSR with both AFMF and FSR3. If you have access to FSR3 through proper implementation you would not use AFMF as FSR3 is better as it has access to motion vectors.
Kudos to Radeon team .
Not impressed at all so farm I mean as soon as there is any action going on it just goes back to its base fps. It only "works" when nothing happens. Meaning the fps fluctuates like crazy, choppy as hell
I use LossLess
if you already cpu bottleneck in a cpu bound game like fortnite it dont work using rx 6800
I always forget how bad cyberpunks pop in is wow
We want real organic frames, not this bs
This is the future and not long into the future it will be indistinguishable from doing it for real.
I've always just leave my refresh rate at 144hz when capping with riva tuner, would it be better to cap to 120hz in Windows or on monitor when capping to things like 60fps using riva?
Just in general I'm talking about not with fluid motion frames, the only experience I have with that is recently modding it into hogwarts legacy just to smooth out the stutters
You could just cap the fps to 72 if you’re running 144hz
Never cap fps
If you have VRR support then keep it at 144. If not then you'll have judder with v-sync on.
@rx1834 thank you I really appreciate that, my other 4k 144hz one has vrr but mainly use that for ps5 as my 2080 super ain't quite good enough 😂
No bring it oficial to the ROG ALLY 🙏🏻🙏🏻🙏🏻🔥🔥🔥🔥🔥🔥
is it possible to implement it on consoles ?
Everything is good till you dont move your mouse
Elon musk??
Does it feel terrible to anyone else? 60 fps feels much better then frame gen on at "120". I turned it off and will probably never use it again
4:49
I assume that the input lag feel is still that of the native frame rate?
Yeah, athough there's 'Anti Lag' in the AMD driver software to somewhat make things better.
Input lag is a bit longer than native, since the GPU has to buffer a frame to merge it with the next one.
We need deep analysis video it deserves and not a clip out of podcast.
You realize that they typically briefly talk about start first during the weekly podcast before doing the in-depth stuff on it? The weekly podcast is to talk about "new" news before they've had full time to completely analyze it.
can't beleive amd users are coping to need to have frame generation on $900 dollar card can't do well vs 4080 and 4080 super
I wonder if this will be used on consoles
Shouldn’t be used in general. Only indie devs have the excuse to use this tech.
Yeah it won’t. Devs prefer native, raw input on console. Upscaling is pretty much only used when the performance is terrible at native, or it’s a next gen game like Spider Man 2 or Alan Wake 2. If not, games like The Last of Us Part 1 which, in its performance mode, renders at 1440p. If they used FSR 2 at Balanced or even Performance mode, they’d get 4K 60. But they decided not and used their own TAA solution due to their terrible implementation of FSR in the PC port.
@@Wedge_The_AlmightyEh? Consoles have used some version of upscaling or image reconstruction since the PS2 era. For a long while it was checkerboarding or nearest neighbour, nowadays it's mostly FSR. Most even remotely graphically intensive games from the last gen use dynamic resolution upscaling.
@@dorian6021 more Fidelity? 💀😂
AAA games already should have good fidelity and performance; something an indie company usually wouldnt be able to achieve.
Frame gen and upscaling would only be a detriment to the AAA game, so why use them? Well, we use them now because companies refuse to make optimized games.
@@dorian6021 I have a poor grasp? Have you grasped my point? My point is that technology that does more harm than good should not be used for “better performance”
Frame generation never gives you all the information that you would on a native frame. And everything in frame is almost always synthesized, making the frame look mushy.
Frame gen predicts what the next frame would looks like, and it seems it’s prediction are always inaccurate
Great technology
Dont get why so many are loving this feature, its pretty bad overall and doesnt really help with anything. It adds latency and turns off with mouse movement thats fast ( wouldnt really say its fast either ). Tried it on my 6800xt and instantly turned it back off again.
It's not for me either , but hey....if some people like it, then good on them.
@@ShinyHelmet yeah but the whole fake frames = bad thing wasn't long ago... Now people love an inferior version?
@@lilpain1997 Are the same people who said fake frames are bad, saying that they now love it? You'd have to give specific examples otherwise it's just a generalisation.