Friday, August 25th 2023
AMD Announces FidelityFX Super Resolution 3 (FSR 3) Fluid Motion Rivaling DLSS 3, Broad Hardware Support
In addition to the Radeon RX 7800 XT and RX 7700 XT graphics cards, AMD announced FidelityFX Super Resolution 3 Fluid Motion (FSR 3 Fluid Motion), the company's performance enhancement that's designed to rival NVIDIA DLSS 3 Frame Generation. The biggest piece of news here, is that unlike DLSS 3, which is restricted to GeForce RTX 40-series "Ada," FSR 3 enjoys the same kind of cross-brand hardware support as FSR 2. It works on the latest Radeon RX 7000 series, as well as previous-generation RX 6000 series RDNA2 graphics cards, as well as NVIDIA GeForce RTX 40-series, RTX 30-series, and RTX 20-series. It might even be possible to use FSR 3 with Arc A-series, although AMD wouldn't confirm it.
FSR 3 Fluid Motion is a frame-rate doubling technology that generates alternate frames by estimating an intermediate between two frames rendered by the GPU (which is essentially what DLSS 3 is). The company did not detail the underlying technology behind FSR 3 in its pre-briefing, but showed an example of FSR 3 implemented on "Forspoken," where the game puts out 36 FPS at 4K native resolution, is able to run at 122 FPS with FSR 3 "performance" preset (upscaling + Fluid Motion + Anti-Lag). At 1440p native, with ultra-high RT, "Forspoken" puts out 64 FPS, which nearly doubles to 106 FPS without upscaling (native resolution) + Fluid Motion frames + Anti-Lag. The Maximum Fidelity preset of FSR 3 is essentially AMD's version of DLAA (to use the detail regeneration and AA features of FSR without dropping down resolution).AMD announced just two title debuts for FSR 3 Fluid Motion, the already released "Forspoken," and "Immortals of Aveum" that released earlier this week. The company announced that it is working with game developers to bring FSR 3 support to "Avatar: Frontiers of Pandora," "Cyberpunk 2077," "Warhammer II: Space Marine," "Frostpunk 2," "Alters," "Squad," "Starship Troopers: Extermination," "Black Myth: Wukong," "Crimson Desert," and "Like a Dragon: Infinite Wealth." The company is working with nearly all leading game publishers and game engine developers to add FSR 3 support, including Ascendant, Square Enix, Ubisoft, CD Projekt Red, Saber Interactive, Focus Entertainment, 11-bit Studios, Unreal Engine, Sega, and Bandai Namco Reflector.AMD is also working to get FSR 3 Fluid Motion frames part of the AMD Hyper-RX feature that the company is launching soon. This is big, as pretty much any DirectX 11 or DirectX 12 game will get Fluid Motion frames, launching in Q1-2024.
Both "Forspoken" and "Immortals of Aveum" will get FSR 3 patches this Fall.
FSR 3 Fluid Motion is a frame-rate doubling technology that generates alternate frames by estimating an intermediate between two frames rendered by the GPU (which is essentially what DLSS 3 is). The company did not detail the underlying technology behind FSR 3 in its pre-briefing, but showed an example of FSR 3 implemented on "Forspoken," where the game puts out 36 FPS at 4K native resolution, is able to run at 122 FPS with FSR 3 "performance" preset (upscaling + Fluid Motion + Anti-Lag). At 1440p native, with ultra-high RT, "Forspoken" puts out 64 FPS, which nearly doubles to 106 FPS without upscaling (native resolution) + Fluid Motion frames + Anti-Lag. The Maximum Fidelity preset of FSR 3 is essentially AMD's version of DLAA (to use the detail regeneration and AA features of FSR without dropping down resolution).AMD announced just two title debuts for FSR 3 Fluid Motion, the already released "Forspoken," and "Immortals of Aveum" that released earlier this week. The company announced that it is working with game developers to bring FSR 3 support to "Avatar: Frontiers of Pandora," "Cyberpunk 2077," "Warhammer II: Space Marine," "Frostpunk 2," "Alters," "Squad," "Starship Troopers: Extermination," "Black Myth: Wukong," "Crimson Desert," and "Like a Dragon: Infinite Wealth." The company is working with nearly all leading game publishers and game engine developers to add FSR 3 support, including Ascendant, Square Enix, Ubisoft, CD Projekt Red, Saber Interactive, Focus Entertainment, 11-bit Studios, Unreal Engine, Sega, and Bandai Namco Reflector.AMD is also working to get FSR 3 Fluid Motion frames part of the AMD Hyper-RX feature that the company is launching soon. This is big, as pretty much any DirectX 11 or DirectX 12 game will get Fluid Motion frames, launching in Q1-2024.
Both "Forspoken" and "Immortals of Aveum" will get FSR 3 patches this Fall.
362 Comments on AMD Announces FidelityFX Super Resolution 3 (FSR 3) Fluid Motion Rivaling DLSS 3, Broad Hardware Support
Never change, TPU.:lovetpu:
The 4070 - as everyone was saying - is a 4060 in disguise. Cool. The 6800xt was competing with the 3080, and now the 7800xt is competing with basically a 4060. I can't wrap my head around that....From an xx80 competitor to an xx60 competitor, but let's blame nvidia anyways :roll:
When a scene is in motion things are bit different in regard to interpolation however though I'd argue you need less of it in those scenario's at the same time. How much will you notice slight bit of improved frame fluidity within a scene in motion versus added input latency being readily felt!? It's certainly a trade off. If it's enhancing scene details enough and at low enough additional overhead perhaps it's worthy of consideration otherwise perhaps not. Relationship status of in motion interpolation it's complicated.
I think the important thing is it could be applied selectively or at the right moments and not take anything away from the experience negatively, but provide a immersion uplift on the other hand which is a fairly notable consideration.
I was actually in favor of GPU hardware interpolation and pretty adamant about potential use cases before Nvidia even released Ada or announced GPU hardware interpolation on TPU. My thoughts interpolation being a positive haven't changed, but latency overhead is a concern and what I suggested above addresses a good portion of the concern without detracting from it any. Eventually I'm sure things will become easier to apply it while in motion more proactively though without as impactful latency impact to do so.
As far as FSR3 it's clearly another step in the right direction for AMD which is nothing to gripe about. It seems like some people would have been more content with AMD not having frame interpolation or improving FSR which is foolish.
Frankly I see pretty much any post process being something that could be layered together and/or interpolated in between GPU/CPU prepared frame renders. The only thing that matters is how much latency does it require relative to expectations and if it's worth the added overhead or not. If it increases immersion and frame rate impact is satisfactory that's really that only criteria that matters.
Nvidia proved to be a shitty doorman.
So bad in fact MS ran away and Elon built a Dojo and that's just in recent history.
More generally.
The same bullshit tangents getting argued by the same green tint bregade time and again regardless of Original post topic.
I wouldn't use this much but if I do, I'll await a review, in use before I spout comical balls about it, or not.
nvidia/comments/125b0tswww.dsogaming.com/news/boundary-will-no-longer-feature-ray-tracing-ditches-dlss-over-fsr-xess/
Anyways, the point was whether or not AMD is anti consumer blocking DLSS, and the answer is yes they are. Boundary is a prime example of that.
AMD has 0% of the high end gaming market. You can't be high end without proper RT acceleration.
AMD paid the developers to do extra work to REMOVE a feature that's already there. Rofl