This is NOT FSR 3. It's better! But also worse! AMD Fluid Motion Frames
HTML-код
- Опубликовано: 28 сен 2024
- AMD's Fluid Motion Frames (AFMF) is not quite FSR3. Instead of needing integration into individual games, it runs at the driver level to nearly double your FPS in nearly any DX11 or DX12 game, and is available now in a preview driver for AMD's RX 7000 series GPUs. However, it comes with some serious drawbacks. Firstly, it simply disables itself on any quick mouse (or controller) movements. Which makes it somewhat useless. Secondly, it currently is not compatible with vsync or HDR. It also adds some latency. Since it does not have access to game data like motion vectors (which FSR3 does) it also may not produce as good of an image, especially during quick motion, which is likely the reason why they disable it on fast mouse movement.
Test system specs (ResizeBAR/SAM ON):
GPU: RX 7900 XTX: amzn.to/46bIkHG
CPU: Ryzen 7800X3D amzn.to/3Hkf7Qi
Cooler: Corsair H150i Elite amzn.to/3VaYqeZ
Mobo: ROG Strix X670E-a amzn.to/3F9DjEx
RAM: 32GB DDR5 6000 CL30: amzn.to/41XRtkM
SSD: Samsung 980 Pro amzn.to/3BfkKds
Case: Corsair iCUE 5000T RGB amzn.to/3OIaUsn
PSU: Thermaltake 1650W Toughpower GF3 amzn.to/3UaC8cc
Monitor: LG C1 48 inch OLED amzn.to/3nhgEMr
Keyboard: Logitech G915 TKL (tactile) amzn.to/3U7FzA9
Mouse: Logitech G305 amzn.to/3gDyfPh
What equipment do I use to make my videos?
Camera: Sony a6100 amzn.to/3wmDtR9
Camera Lens: Sigma 16mm f/1.4 amzn.to/36i0t9t
Camera Capture Card: Elgato CamLink 4K amzn.to/3AEAPcH
PC Capture Card: amzn.to/3jwBjxF
Mic: My actual mic (AT 3035) is out of production but this is a similar mic (AT 2020) amzn.to/3jS6LEB
Portable Mic attached to camera: Rode Video Micro amzn.to/3yrT0R4
Audio Interface: Focusrite Scarlett 2i2 3rd Gen: amzn.to/3wjhlad
Greenscreen: Emart Collapsable amzn.to/3AGjQXx
Lights: Neewar Dimmable USB LED amzn.to/3yw4frD
RGB Strip Backlight on desk: amzn.to/2ZceAwC
Sponsor my channel monthly by clicking the "Join" button:
/ @danielowentech
Donate directly to the channel via PayPal:
www.paypal.com...
Disclaimer: I may earn money on qualifying purchases through affiliate links above.
In games that support Anti-Lag+ there's a latency tool that gets activated while pressing ALT+SHIFT+L several times. It will show you the actual PC latency instead of just the FrameGen latency.
Just so you know, in case you test this in games like TW3.
Not sure if it's a 7000 series feature only but when I try to do that all I see is a green thing on top left side of my screen or maybe the game is not supported, it's starfield
@@vapecat1982Overwatch is a supported game for Anti-Lag+ but the overlay doesn't work, so it's not just you. I believe the overlay is only for RX 7000. I wonder if AMDs OCAT tool could help.
@@vapecat1982 Anti-Lag+ and the latency monitor are exclusive to RDNA3.
@@vapecat1982 That overlay can be enabled only if AntiLag+ is enabled in Adrenalin (either globally or in a specific game), so yeah, you need an RDNA3 GPU to use it.
this seems like something that would be amazing for MMO's for those that want a smooth experience but often get cpu bottlenecked when lots of other players are nearby
I was thinking the same for something like BG3.
In act 3, not matter your cpu the game drops into the 50s. It is not a fast paced game being turn based so I think 50fps doubled and capped to 100fps would be awesome.
It doesnt work if the game is not in full screen. It canot work on wow as it is window or borderless window.
@@PyromancerRift So how do you think AFMF can even work on DX12 games, since there's *no* exclusive fullscreen mode in DX12? 🙃
@@galandilvogler8577 lol
@@TheIndulgersif its turn based isn't 50 fps more than enough? Responsiveness doesn't increase so attacks that require quick reactions don't benefit
I'm mostly excited what Fluid Motion Frames could do to a device like the Steam Deck. If there's a driver-level preset for an extremely even 30fps > 60fps, hopefully resulting in latency similar to double buffer vsync. that would be AMAZING, especially for games that aren't first person. I'm thinking about things such as racing games, fighting games, strategy/adventure/RPG games such as Tunic, Baldur's Gate III etc. Games that don't use a lot of camera movement. You could get really smooth motion and synced 60fps while also drawing very little power, saving battery life. I really like the prospect of something like that.
Would be interesting to see but AMD have already said that you need 60fps plus to get the best use out of it, 30fps might be doable but I suspect it won't play that well, after all, just like the resolution, the lower you go on the frame rate, the less FSR has to play with and the worse the results will be.
With that said, it will be interesting to see where the sweet spot is, will it work alright at 40fps, 50fps? We'll have to wait and see it being tested, but I think 30fps and getting good results might be asking a bit too much.
Another factor is that it could depend on the style of game, faster pace games will likely not look that great unless your base frame rate is high enough, slower pace games might fare better at lower frame rates, but unfortunately, where Steam Deck will need it the most is on fast pace games and 30fps to really shine and we'll have to see how well it handles that, but I'm not expecting much.
Personally, I think going from 60fps to 120fps or in-between with VRR is where it will really shine, but it is a preview, so it might get better with time.
I’ve waited for this Daniel Owen’s video ever since his last video yesterday. Thank you.
I know it's a lot of effort, but it is somewhat possible to show the artifacts of FSR3 in a RUclips video. You'll have to capture at 120 or more FPS however and do some postproduction magic such as slow the footage down by a factor of two, capture still frames, or purposefully tell the audience to watch the video at 2x the speed (effectively doubling the framerate of the video playback).
Smart suggestion 😊
I think playing at 2x speed makes the video play every other frame, rather than playing twice as fast
Hardware Unboxed did something like that when testing Nvidia DLSS frame generation a while ago. Slowing the playback of full frame capture. Of course one needs to be able to capture full frame rate at high frame rates. Non trivial as Digital Foundry discussed in at least one video I watched.
I guess that works but also 30 to 60 would as well, just a quality difference. If it was that way you could also pause the video and more easily see it. However you cannot get double the frame rate on a RUclips video by increasing the speed, it will still cap it to 60fps as far as I know, you’d need to watch it in a media player for that to work.
@@Fadexz
So downloading and watching on MX player will do the trick.
I found with testing FSR 3 on Forspoken with a 3080Ti, is pretty much the same conclusion you came to about shooting for 120fps in order to have a good experience. When the game runs below 65FPS without frame-gen on, then I turned on frame-gen, I get a lot of stutters @100FPS+, but when I optimize the game to get 65-70fps, then turn on frame-gen and get 110-120FPS, it works as intended and is visually super smooth.
Tbh I dont know if forspoken is a good testing ground.
This game is pretty broken and act weird even without FG on. Normal 60 fps feels way less smooth than 60 fps cap in other games. Vsync ON sometimes works as intendent and sometimes causes stuttering (i set my monitor Hz to 75, turn vsync on and my framerate was above 90 without frame gen).
I just dont trust this title. When I turn on FG I cant tell if its FG problem or this game just acting weird.
One thing I can tell for sure is that image quality is really good.
FSR3 FG is VERY promising and im sure its going to be amazing
Can I ask what monitor you are using, is it a 120hz monitor, does it have g-sync? This could be as simple as a v-sync OFF issue or what I think is a monitor refresh rate issue. What I mean is if you're hitting a solid 60fps, your 120hz monitor should be smooth because monitors process frames better if the numbers are 1:1 or doubled. Basically 60 or ideally 120 fps in-game (natively, no frame gen) should be the smoothest experience for you with a 120hz non g-sync monitor, anything that goes under 60fps will give you choppy, stuttery frames.
Bro I get no stutters. I'm running maxed out settings and get 56 fps before fsr and frame gen. After I'm getting 130. All the stutters complaints is bullshit or user error.
@@TheRedRaven_ I have an AMD card and 165 Hz monitor with full FreeSync/G-Sync support. Dynamic sync is superior to vsync so im not using the second one often. I read that FG works better with vsync on so I wanted to turn it on but I got way under my monitors refresh rate in forspoken 2k ultra (115 with FG no upscaling) and I wanted to check if i can make it work in the scenarios when I wont be able to reach 165. So I set my monitor rr to 100Hz and vsync was working awful if working at all (even without frame gen on lower resolution).
I though it might be issue with custom refresh rate in my monitor however I checked it out in Cyberpunk, Plague Tale and Far Cry 6 and vsync was working there as intended.
In Forspoken I have a problem with vsync not working properly, I have weird frames pacing (even with vsync off, FG off), my drivers resets to default every time I launch the game, game ignores frame cap set on a driver level.
Worth to mention, all these are issues that I never had in any other game
@@bartoszgotlib2658 Yeah that's very strange, the first thing I would of said is to change the refresh rate of your monitor so you can get closer to your target FPS but it looks like you already tried that and you're also saying you have a free/G-sync monitor so.....beats me honestly. At this point it looks like this is more likely a bug issue. Did you try flipping the v-sync option on/off in the in-game settings? And just to clarify, are you talking about v-sync "on" at the AMD driver level settings?
Before watching your videos I didn't realize that watching a capture of a high refresh rate monitor in a 60fps RUclips video was causing "stuttering" and screen tearing. After understanding this I pulled the trigger on my 6800 and I am so happy with it. I got a powerful 16gb card for $350. The best part is I have had zero issues with drivers or anything like that. It's been flawless. So stoked
Solid choice. I think that is one of the best value cards you can buy right now.
350$? When did they cost so little?
@@inqizzo since they released the 7000 series
could be a card from the used market.
$350?!! OMFG!!
Radeon boost will make any issue's you have with fluid motion frames in motion much less noticeable. It's build for that specific purpose.
Not when you're CPU bound, which is when FrameGen works the best.
@@MaxIronsThird True, but unless you play e-sports games (where frame gen is just useless), or Jedi Survival launch edition, then it's unlikely you'll be CPU bound in any AAA game.
@@janbenes3165Baldur's Gate 3 can barely hold 40fps in some areas in Act3 with the 13900k and 7800X3D(the fastest gaming CPUs around), Starfield has lows reaching the 70s with the i9 and can drop to the 60's with the R7 3D model, meanwhile my 3600 can drop to around 25fps in BG3 and 33fps in Starfield, we will need 6 months to start seeing these two games get considerably better CPU performance and that is bc they'll properly support the games for a while, like what happened to CP77, but that was more about bugs and console performance.
Also like you said, UE games don't use over 10 threads that well, so if you have an 8Core part, might as well disable Hyper threading, so you can get better clock speeds.
Jedi Survivors seems like will be broken in that department forever since EA doesn't care, same for the Dead Space remake.
I took a look at this last night. Not really usable unless you have a good base FPS but as long as you dont make sudden movements it can work alright. Need to look into it more. I did briefly check TLOU Part 1 which is actually in the supported games list for AFMF in the release notes and in there it works much better, obviously its a more cinematic game.
Witcher 3 it works great. I think it's basically only working properly on the HYPR RX tuned games that have anti lag +. Cyberpunk there are issues with it but that wasn't on the game list yet. On the Witcher 3 I felt a lot smoother and didn't see any image break up
@@RJTHEGAMEIt probably works better with 3rd person games
The reason it works better there is because that game supports AL+ which makes the technology much more usable, as AFMF doesn't have any latency reduction tech built into it like FSR 3
@@Hybred Radeon 7000 has Anti Lag+ in the drivers, which is better than regular Anti Lag for older AMD cards.
@@Hybred Interesting👍
That is where VR technology should come in to play. Asynchronous reprojection. I would not be surprised if this eventually going to be the "next big thing" in gpu performance. Linus already did a video about it. It beats this Fluid motion by a lot.
Thats not how Asynchronous reprojection works. As the name implies, it displays the image 2 twice (duplicate the same frame, not interpolate or generate) for the head movement to feel smooth. If the game run at 30fps, it wont feels like 60 but 30 with your head movement and/or controller movement feels 60. Never mislead vr tech with flat screens tech cuz 90% of the time its not because vr dev arz too dumb to add 5yo flat screen tech in their game. Its just never the same thing and just uneducated people not understanding what each tech actually does.
@@Ast0sH From Wikipedia, the free encyclopedia
Asynchronous reprojection is a class of computer graphics technologies aimed ensuring a virtual reality headset's responsiveness to user motion even when the GPU isn't able to keep up with the headset's target frame rate.[1] Reprojection involves the headset's driver taking one or multiple previously rendered frames and using newer motion information from the headset's sensors to extrapolate (often referred to as "reprojecting" or "warping") the previous frame into a prediction of what a normally rendered frame would look like.
@@1mrstench or maybe you would take 3sec to check how the technology actually work. Also half of your answer is what i said with some useless words to inflate your answer (maybe to look smarter? Idk) and the rest just doesn't mean anything. As a dev, people like you are just daily deals. Plz check how things works before answering
@@1mrstench He might not have worded it well but that's what AstOsH was saying. There is no interpolation between frame n & frame n + 1, it's just frame n & frame n from another view. Kind of like how in some games animation sometimes runs at 30fps (distant enemies etc) but the game runs at 60fps.
@@1mrstench Maybe not quote from a wikipedia page? smh
i think they should integrate Radeon boost with fluid motion, so when you do a fast turn the frame rate of the boost compensate for AFMF turning off.
You can enable both
I tested FSR 3 last night in forspoken and when it is working properly it's great. The problem i came across after about 30 minutes of playing was the fps suddenly tanking causing the game to chug for no apparent reason. I think it was something to do with settings that I had though.
No it has nothing to do with your settings. The feature is just not very well optimized at the moment. You could call it bad also.
I'm sick of all this software nonsense. It's all more marketing than tech. The best part of higher frame rate is less input lag and more clarity during rapid motion. This does nothing for that. It's just a fake way to make the fps number go up.
Its not only that. It makes games look smoother but not feel smoother its weird i know but once u try It for some time u realise It does exactly that
I was actually pleasantly surprised to get frame gen on forspoken. That coupled with the nativeAA fsr3 option make the game look amazing and run very smoothly
I tried it on my 4070 but the latency is so jarring
Yeah currently it seems to turn off Nvidia Reflex, try to force it manually and not through the game.
Who cares about forespoken
the fact that AMD is getting ppl to play Forspoken is such a legendary feat
@@CersionX😂 bro i do care at least i paid less for AMD and i get a lot of spoil and better care unlike you with next gen of Nvidia you will be neglected
Imo, an API for accessing motion vectors and UI layer (because it needs to be separated from the upscaling process) would be great for AMD, Nvidia or the community to mod in .dlls of upscalers and frame gen
it already exists, and is called FSR or DLSS
That is what FSR is. lol
This is going to be part of hypr-rx. Supposed to have Radeon boost basically pick up where it leaves off. Boost reduces resolution when you move quickly. When everything is on you’ll get a fuzzier game that still looks good sometimes and plays on worse hardware supposedly.
Hey Daniel, AFMF is a bit buggy right now. When you see 100% Micro Stutter rate on the metrics, then it's bugged, and it's not generating frames correctly.
You can fix it by turning it off and on again. But it will break again if you get stutters or go into menus where a large framerate difference occurs.
Ok, so I would like an in depth explanation of lag, anti-lag, anti-lag+, what they do and how they are different. I am having a hard time finding something specific to this. And you make great quality in depth content that speaks to the lay man. I would also VERY MUCH appreciate. If you could make a video or clarify this for me. In your FSR3 announcement video you spoke about having a good solid base fps before turning on frame generation. I also read that in the AMD notes. I assume this goes for Nvidia as well. However I think it is going to be something that will be glossed over by many other content creators. And having a firm dedicated video about this would be a great resource to have. I would very much like to know specifically. Having a "good base frame rate". Does that pertain to native resolution only. Or does this include up-scaling? I would like to see examples that you test seeing as I only have a 6800XT and do not wish to buy either Forspoken or Aveum lol. So I cannot test this myself. I know I'm convoluting things. So let me recap. 1) What is the benefit, definition, and differences of anti-lag type technologies. 2) Does the base frame rate before frame generation only pertain to native. Or does it take into account up-scaling? Thank you! Keep up the good work!
amd also working on anti lag + pro ultra /s
Even when you were swinging the mouse as fast as you ever would in normal gameplay the framerate was still ≈50-60fps, which is still a SIGNIFICANT boost over the ≈40-45fps of playing without FMF enabled! I feel like this video is overly critical and missing the forest for the trees on this one. 🤷
I'd like to see AFMF on older games locked to 60fps like Dark Souls 3. Please do it teacher Dan!
Modders should figure this out and share to others on how to do it on any game!
Ultra modded skyrim. Holy molly it's so CPU bottlenecked that not even a 4090 can stretch it's legs there. This would be perfect for that.
Yup it works fine. Any fps capped game can be bypassed with AFMF
@@riczz4641 I think if modders are able to add FSR3 FG to Skyrim and Fallout 4 that would be a game changer. AFMF maybe not so much because of the mouse issues and generic, non-motion vector usage of it all. I think it'd be even cooler if FG was somehow decoupled from upscaling tech so people could use it without TAA or with DLSS/XeSS if they want.
Dark Souls 3 doesn't have locked fps and you can play at 144fps (or maybe more) without any bugs and even online (you get banned and put into banned only server) .
I think this is really game dependent whether or not it works well. I have been using it for Starfield where there are no vehicles. For players who use a controller for single player games, the lag is almost unnoticeable. On a mouse you can definitely feel some input lag though. I am on the 7900 XTX. There is an artifact on the crosshair with duplication while spinning, but other than that its pretty solid. Especially in areas with high (120+fps + FG to 240+) fps, it feels very smooth. I am actually preferring AMD Fluid Motion frames in Starfield even with a mouse vs playing without it. Im pretty impressed that the driver implementation is actually working without many artifacts. I do hope that FSR3 gets implemented in many games though.
😂😂 bullshit, you need to get your eyes checked.
Why even though i have 120+ fps with FSR FG enabled in Forspoken it still feels like 60 fps?
Probably for visual clarity.
Edit: specifically visual clarity during motion.
Because frame generation doesn't lower your latency like actual native frames would, this is normal of any frame generation tech they actually slightly increase the latency.
I felt the same thing but I have a fix. Cap it on around 100-110 with Riva Tuner Statistics server. It will smooth it out and feel like the actual fps showing on your counter. :) Worked for me like a charm.
Enable vsync
enable vsync and do not use the native AA fsr option
why is the micro stutter rate so high? i also have crazy stutters with it on
In its current state, I think it will work really well in games that doesn’t need sudden camera movements like in sports games such as FIFA
But the additional latency...
This is not very usable in its current state. 25ms of extra latency is horrible. It is also plagued with non-stop micro-stutters.
AMD recomends not using it unless you are already at 70 fps before turning it on for 1440P and above. That could explain some of that behaviour. You should expect issues when base is below 70 I think. From the driver description... AFMF features an activity monitor similar to AMD Radeon Super Resolution to confirm the frame generation status using AMD Software: Adrenalin Edition™’s in-game overlay (use the default hotkey of Alt-R for the fullscreen overlay, or Alt-Z for the sidebar overlay). AFMF is recommended to be enabled for games running at a minimum fps of 55 FPS for 1080p displays, and 70 FPS for 1440p or above displays. AFMF adds frame generation technology to boost FPS outside of the game’s engine. To see the resulting FPS, use the AMD Software Performance Metrics Overlay. Support for third-party performance monitoring tools is not available at this moment.
if you already get 70 fps on Cyberpunk at native 1440p then yeah, the problem is getting a 7900XTX to achieve 70 fps at native 1440p with any kind of proper ray-tracing enabled on a stock TDP card, with reflections enabled I've seen modded XTX's go all the way to 500 wats just to run shy of 60 fps.
if you had 70 fps why turn it on
So it only works if the game is already achieving 70fps? Well... the tech is almost pointless tho, it will only prove beneficial for people who are using 120hz monitors and beyond (a niched audience). For everyone else who are saving money with 60hz, it will make no difference
No, it has nothing to do with that. Like Daniel stated in the video, at the moment AFMF in Cyberpunk is implemented through the driver level so it has no access to motion vectors therefore it would have difficult time to maintain picture quality at fast movement speed so AFMF gets disabled for those periods of time when you have fast mouse movement. It constantly gets turned on and off depending on that. When we get AFMF that is manually implemented into individual games, in this example cyberpunk, there will be no such problem.
@@RRRRRRRRR33same with DLSS3. You don't want to activate it when baseline FPS is low. Nvidia doesn't talk much about it, but this discussion already happened.
People, frame interpolation isn't some magical drawing box. It needs data. Higher resolution - more pixels to correct onto, higher base FPS recommended (up to some limit).
Lower base FPS - higher latency as technology requires at least 2 frames to interpolate from.
Also 70 FPS is still kinda trash, just little better than 60. You want to have 120+ or at least 90+
What's point of Having high fps that you can't get when you are in motion
Look at the amount of choices we have on Cyberpunk PC on how the game handles the frames! What a great time to be a gamer! All hail the free market!
Thanks for testing this! So much misinformation out there. Nice to have someone who knows what they’re talking about give their analysis.
This feature gets you from 70fps to your monitors full refresh rate. Hence fluid motion frames
Which program you use for monitoring fps? Its overlay looks nice
I don't know...the cars do judder when the FMF is off.
BTW, where did u get ur driving licence?
I can imagine racing games, RTS games, diablo, path of exile etc. These games are preety much perfect for a feature like that. Still I think they should just give an option to disable that fps drop while moving the camera, it probably would create a lot of artifacts, but still not giving an option like that seems silly, when code for interpolation is already there. Cheers.
The disabling on camera movement is actually really weird decision because that makes the feature give you extremely unstable framerate.
If fps is constantly jumping between 50 and 90fps it feels worse than playing at somewhat locked 50fps
RTS? Response time is really important when scrolling the screen, selecting unity, etc in like sc2
@@EmilKlingberg 90 percent of people play rts games casually. Which means that additional 20ms of delay won't be a problem. As far as I'm concerned frame generation itself isn't aimed towards competitive gamers or gamers that prefer latency over visual smoothness anyway. Those people shouldn't even look at the tech as something viable it actually puts them at the disadvantage.
i activate this afmf on resident evil 4 and the result is amazing, I couldn’t see any visible artifacts and as it is a game that doesn't have much movement, and there are rare moments when AFMF is deactivated.
i'm using a 7900 xtx, 1440p (180% resolution) - 160-230 fps with afmf.
If it generates higher resolution frame for 20% less performance,
it can show these generated frames while creating additional frames resulting in less frame drops
Tnx for information! Is ther any info about rx 6000 series support?
They should add an option to force it on even on big camera changes.
I think the Reshade devs are going to fix this. Reshade can already generate motion vectors on any games + FSR3 is I think open source
Reshade FSR3 would be dope
This isn't FSR3, its FMF. All games theoretically could support FMF, but only games with support could have FSR3 no matter what Reshade does.
They do have Radeon Boost, which lowers resolution on camera movement. Instead of applying it during mouse movement, they could apply it when Fluid Frames is disabled.
@@Wobbothe3rd Eh, DLSS frame generation was injected into multiple games already via mods (Skyrim for example). I'm sure you can do the same with FSR frame gen.
I wonder if it’s less sensitive to mouse movement with a higher base frame rate? The gaps between frame are bigger at low frame rates like 40, but if you’re already at 80fps and interpolating to 160fps those gaps would be smaller and maybe it could get away with not disabling as soon with mouse movement?
This also seems like it would pair well with Radeon boost which lowers resolution during fast camera movement, that would help offset the fps loss that occurs when FMF turns off while the camera is quickly moving.
I was messing with it yesterday on my 7900XT and using fluid motion with anti lag and Boost at 1440p max settings with path tracing on was definitely playable (also with FSR on Balanced). It certainly had artifacts and the 70-80fps I was getting didn't feel as smooth as "real" 70-80fps but if I take fluid motion off it was absolutely not playable with those settings.
0:16 I'm confused.. I'm 100% certain that I saw a video where a dude reviewed FSR 2.2 in Cyberpunk 2077? And it doesn't say DLSS 2 either, does this mean that Cyberpunk 2077 only has DLSS 1? o.O
Does it do this in every game or did you just test Cyberpunk so far?
people can be narrow minded, they say that this is useless, well no, PC gaming have A LOT of heavy taxing games, I myself play a lot of TOTAL WAR and trust me even total war attila a 2015 game brings my 3070 to 40 fps @1080p in the campaign map, and its frustrating to navigate the UI with 40 fps. and there's tons of other games like it same with turn based games, city sims etc, to have a feature like this turned on by one click IS MASSIVE
not every pc game is an FPS shooter.
The games you mentioned need a CPU more than a GPU.
whats your cpu?
@@luvingyouu 12600k
Vladiator, frame generation are exactly ideal for cpu capped games, it uses the gpu resources that would otherwise just be sitting idle waiting for the cpu. Daniel even mentioned this yesterday when he was doing the preliminary test.
@@revdarian exactly and some games like total war, the main culprit is the engine itself. no matter what you throw at it it'll get flooded at certain points. whether after hundreds of turns or with so many units on screen. and most of these games are strategy games so input and ghosting is less relevant.
Looks great! Most people like myself who actual enjoy just gaming don’t stand around testing everything or slow things down massively and zoom in 1000% like digital foundry! :)
I think driver level AFMF only uses optical flow since it has no access to motion vectors
Could you please try AFMF on a higher framerate basis? Base 30 is quite the stress, at least base 60 next time?
The side by side is mostly in the 60 to 70 base range which is recommended. The running around the city varied pretty widly though, I'll agree with that.
what's cool is that you can enable hyper rx and get FSR 3 level performance without it actually having FSR 3 built into the game. granted it's not going to look AMAZING or anything, still that's a pretty good deal.
If I'm not mistaken, I saw somewhere that the afmf is deactivated in motion to preserve the image.
There's a lot of room for improvement, and considering how early it released relative to their official time frame (which was Q1 2024), I think there's a lot to come, including HDR support. I've recently tried Forspoken again, now with FreeSync completely disabled directly on my monitor and with a base fps of 40-50, everything on maximum + RT enabled on my RX 6800, FSR3 FG is delivering twice the framerate (80-100) and it's indeed smoother, this technology sounds promising. I hope AMD bring driver-level AFMF to previous generation and improve the Upscaling quality.
Also, in games like Cyberpunk 2077 which has a lot of ghosting even on native with TAA, AFMF will make it worse, I would like to see it in games like Starfield which also has support for Anti-Lag+ and do not have this weird ghosting that CP2077 does.
I would not personally use AFMF or FSR3 FG on Cyberpunk if I can get 50-60fps, despite the fact that FSR3 FG can improve smoothness and V-Sync + FG w/o FreeSync is smoother than FreeSync without FG, I still think FreeSync is better just because the visual problems like ghosting are not being magnified by the interpolation, and FreeSync gives a better responsiveness than V-Sync on lower framerates.
wait- so when will I be able to use FSR fluid motion frame gen with my RTX 3080?
tried RDR2, Dead Space and Metro: Exodus, all freshly updated, and only saw options for FSR 2.
Is it only rolled out for AMD GPUs at this stage? So confused
I just tried this seeing people touting double FPS but I don't see the benefit at all if it disables in motion.
In immortal of Aveum my monitor is using vrr with fg and vsync makes it more smooth ( not touching 144 fps ) using rx6700xt and freesync monitor
Well I just tried the driver that has AFMF on Alan Wake 2 with my 6600xt. It increase the FPS number, but in reality the game does not get smoother, so it's just fake FPS increase. I tested different scenarios, low details, high details, with RT without RT, with AFMF and with AFMF. If I get 40fps without AFMF the experience is exactly the same when I have AFMF enabled and it shows 70-80fps, the same level of smoothness. I was excited to try it , but this excitement died quickly :)
Just tested it in Forspoken and i was shocked how laggy it was and how bad it feels, the only time it felt good was with ~160FPS under was unplayable with the stuttering, maybe it runs better on AMD GPUs? I have a 3090Ti, or because my Monitor is 240Hz im not sure how VSync interacts as i have only used gsync/vrr until now.
I had the same problem on my RX 6950 XT but I think that's just the game being really poorly optimized because I had the same insane stutters with or without FSR 3/Fluid motion frames. And I've googled and people had that problem way before FSR 3 with fluid motion frames came out. We need to wait till cyberpunk officially gets it to properly test it.
How is the feel ? Is it smoother when turning ? The MSI after burner might not record the changes properly at times.
This feature is awsome IMO, this makes everyone see what an FSR3 implimention in a game would give them, AKA make an insentive for the DEV`s to impliment it
Hey i have a random question, does the ryzen 5 7600 run with f.g. 6000mhz speed=? cuz i saw on a few pages, that the cpu has problems with high ram speed?
I wonder if motion blur is making it more difficult to generate the vectors on the fly. It would make feature extraction and matching between frames much more difficult if that’s what they’re using to approximate change between each image
Oh commented too early. He does this in the video
Did the fluid motion version look a little sharper in motion to anyone else?
Is the Frame Gen Lag overlay only part of the beta driver?
You were getting 45fps native. And 90 with frame generation and you don't like the fact that fast movement goes back to to the 40's and 50's? Whats better? 45fps all the time or only once in a while?
What gpu and total settings were you using? RT on?
For Beta drivers its not bad. This is the time for all of you to send in your feedback to AMD as well. This is why they released the driver.
why did you test with anti-lag on? (anti-lag is known to cause frame drops with fast motion panning)
I have tried to install this drive 3 times. Had to us ddu and nothing makes it work. It locks up after 30 seconds on main screen of windows 11. I go back to normal drivers everything works fine. I wish I could try this. Depressed I can't experience it on my 7900 xtx.
"Micro stutter rate 100%" according to the overlay
Im about to try this on a racing game and see if it turns off so aggressively , for me after playing with settings and not seeing the poor performance but im also on 7900xtx so my frames already high in most games, but the ones with heavy RT blew my mind, FPS from 40 to 80 FPS literally over nite
Wow
I think you're missing the benefits of what this can do despite its flaws, which is it brings frame generation to every game. Rather than what happens now of gamers waiting for ages to get DLSS 3.x / FSR 2.x adopted into their game. This brings immediate help to those with their FPS - like hogwarts or starfield on their 7600.
Not every game, currently it only works on Dx11 & Dx12 titles. You'll miss a huge amount of games on Dx10 or below + OpenGL & Vulkan.
Quite a bit of work to be done before they can make that claim!
The same happens on my Samsung tv. If you play a game on console at 30fps, the 4k proccesor will automatically try to smooth the framerate to 60fps, but if you play a racing game, or even The last of us 2, it will lossfps horribly when there's some agressive movement, like in a regular gameplay. So I have to enable "gaming mode" to avoid all of that crap and play with the stock fps. The same applies to this, so this magic is only "magic".
The only thing that seems to run at 60 is the benchmark, which i dont understand but when in game im way above thet with no tearing or drops, nothing noticable at all. Idk but it makes me nervous to mess with anything at this point.
If it is not possible on RUclips then you can create a short video where you can see it and upload it to some cloud.
This is irrelevant to the video but I have a question.
I find the crowd disappear when driving. have high crowd density, tried lowering graphics, even installing a mod to keep the crowd but nothing worked.
I have i3 10105F paired with 6700 XT (I know), but is there any way to solve the problem?
FMF is a game changer imo. Even in beta, you can see the potential. The problem I'm having is that it seemingly doesn't yet work with HDR. I pick HDR everyday, but this is cool tech.
Driver release notes state it doesn't work with HDR and doesn't work with Vsync. Not working with HDR sucks, so I hope they can fix that as the potential use case I was looking at was playing at 4k on my HDR TV.
Im use AMD r5600 cpu, 64 Gb 3200Mhz ram and Sapphire 7600 Oc. I play Starfield with it, it works for me without any problems. Running at over 130 FPS/AVG.
Are these new drivers compatible with the rog ally?
The way reflex works with vrr and vsync on in the control panel by capping the frame rate perfectly, makes dlss 3 work really well. I don’t think AMD will ever have a real solution to this unless you have a 240hz monitor and are not hitting the vsync cap.
Fluid Motion Frames + Radeon Boost seems to be a way out tho🤣
I don't think anyone will be moving the mouse that super fast.. when gaming. The normal "fast" movements don't drop the fps ;) so, no need to complain peops
As a 6000 series owner, I feel betrayed!
Not anymore. :-)
Daniel can you try FMF + Frame Generation in forspoken.
you need a higher base framerate which is why the juddering and the disabling on mouse movenent happens
It's the opposite of Radeon boost in terms of movement fps it seems
You know, by biggest question right now is how you got the amd overlay to look that way. Mine is way more narrow so that the text and values overlap.
You have the option to change the basic metric display to a graph like. It can be done for every metric setting, just explore the overlay sertings with the overlay ON and you will see the changes in real time.
@@yeahitsme4427 It's not about the graphs, I got these. But with or without graphs the overlays width is more narrow than the windows notification bar for example. And there's no option to change width afaik.
To be honest, it was always a long shot trying to do it without motion vectors. Understandable why they disable in rapid motion.
Wait... Micro stutter rate 100%? does that mean it's stuttering every frame? or what does 100.0% mean? no microstutter or max microstutter? :D
My guess is that the way it's working is that
If it has frame 1 and 3 it generates the inbetween
If frame 1 and 3 are wildly different it becomes harder to generate the frame without motion vectors. So they have probably set a threshold that just doesn't attempt to generate the frame.
So iy would depend how fast your vehicle is going that would make you pass the threshold set to disable.
Im curious what the input delay is like and how that's effected by the difference between real fps and generated fps
where i can download the drivers for this?
Not being compatible with HDR is really unfortunate
1 year and still no FSR3 for all cards, yikes. Its gonna be like 2 years late at this point
I can't even get 23.9.3 to work at all.
EVEN IF THE FPS COUNTER SHOWS HIGH FPS IN ACTUAL ITS NOT THE SAME I DONT UNDERSTAND THIS FEATURE AT ALL , FOR EXAMPLE IN GTA 5 I SEE 170-180 FRAMES IN THE FPS COUNTER BUT WHEN I RUN THE BENCHMARKS IT SHOWS 90-120 FRAMES SO ARE THEY FAKE FPS NUMBERS OR WHAT
Not all games are fps!!! It could be interesting for strategy games or other games with less fast moving movements
AMD Fluid Motion Frames doesn't seem like it's well-suited for games, but it seems very well-suited for movies and TV shows if you can use it for those.
i didnt update the drivers and i downloaded the demo for forspoken and it worked . it shows fsr 3 and frame gen available . also i have a 6950xt
and HDR was working
Can u try to see if its possible to use the driver frame gen with the fsr3 built in frame gen and see if its stackable
Tried it on Starfield
NOT a fan! Disabled it. Fast motion looked like a blur and was horrible. I won't sugar coat it like everyone else. Natural power for native resolution or bust!
High FPS when moving your mouse is desirable in competitive games and the like, and I very much doubt that the improved latency and accuracy you gain from high FPS in those situations would be maintained when using one of the laggy image generation algos, no matter how much anti lag or reflex is applied, you'd still have increased lag over not using it.
Nobody, and I mean literally nobody, ever uses or plans to use frame generation in competitive titles, not only because it doesn't improve latency, but also because any decent card already outputs 100+ FPS in most competitive games.
@HunterTracks it's so weird how people always feel the need to bring this up everytime someone mentions frame generation
It's conflicting, it doesn't matter if you reach 120fps, but there's input lag... so it's better to play at 60fps with no lag (if you think about "performance" for "competitive" games... many quotations are necessary). This tech will live or die depending on the latency, if Nvidia and AMD can improve the milliseconds (and ironically, the future of the whole industry depends on latency, with streaming taking over)
@@big-gloomI mean, I was commenting on the video. He said you'd want high frames when moving the mouse. While I wouldn't necessarily want FPS to go DOWN when moving the mouse, it's also weird to assume that you'd gain anything from the higher framerate when moving the mouse, if they're merely generated and come with extra lag anyhway.
for the FG on amd for driver you want to have vsync off but in games its game by game
that support it you can have it on my experience is its so smooth doesn't feel like its on
im sure radeon boost will help that for now, worth a shot :o
What would you guys choose at same price for 1440p? 6950xt or 7800xt?
6950xt is faster but it uses more power. Also AMFM (featured feature in the video) is not supported. 7800xt will be more power efficient and it supports AMFM. Personally I'd go for 7800xt.
is it safe to download this drivers on ny 7900xtx PC? i dont want to blow up my fully stable system xd
Why didn't you show us a static FSR3 Generated frame like you did with DLSS3 when it launched? I'd like to see the difference between an amd generated frame and an nvidia one
Starfield can use fsr3 someone posted a video on here and it's a massive improvement!!!
Yeah I only played it with a DLSS 3 mod that puredark created the day of the game's launch. It gave me 100fps constant, so I didn't get why everyone complained about the poor performance lol. Then I played it without the mod, choppy AF and 50ish fps
I tried AFMF with my XTX. It was much better than expected. In the first 3-5 minutes I had some stuttering, but after that it was smooth and responsive. Base FPS was 80-100 though. I did notice one instance where I had artifacts going down some stairs into a mine. FSR in game was at 100% resolution scale.
I gotta wait for the official patch from Bethesda to use it. Unfortunately, modding through gamepass is not viable.
Not working ( inactive ) in all games, RX 7900 XT
how can i get this pilot version