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
Again, a bunch of made up garbage from our resident troll.
The game plays fine on multiple nvidia cards from 2015 btw. So please, stop trying to defend amd, you are making this worse. It was a fat big yes, you are just confusing evidence with proof. Evidence is any fact indicating the validity of the claim. Didn't expect better but hey, nice try.
There's one truth you said, these companies are out for our money. In the nearest future I'm just going with the one that at least pretends it wants to offer me more . That being said nvidia isn't even willing to pretend, while amd already gives
:toast: Well, it'd happen with any loose connector or any hardware, whether you're buildzoid or not... Hardware needs electricity right?
Kudos to them for the existence of fsr3.
Better rt? That's debatable. Unless you are rocking the top of the line the performance hit will make anything unplayable without the both techs they already own : dlss &fsr
i stil fiind rt to be something niche at this point in time. Some have better implementation, some are laughable.
nvidia does have one generation ahead. They should have way better rt by now.
Better drivers? Not sure about that. If you just compare adrenalin panel with GeForce experience+nvidia control panel xp and whatever devided parts nvidia might have youcd be sure you are comparing software from 2023 with software from 30 years ago
I'm not saying that all companies are bad, or that they're entirely bad - just that they all do shady moves sometimes. That's just capitalism at its worst, whether we like it or not. I would still rather buy AMD these days because their prices are a bit more acceptable, and because I disagree with the use of proprietary technologies.
And anyways, being "forced" to use open technologies by paying developers to not implement nvidias technologies, well, I can't really call that very "open".
Better rt is debatable: on 4060 vs 7600, 21 fps with rt vs 20 fps is the same thing, unplayable
Nvidia failed to give them support for DLSS, as they were not using just the barebones implementation, they needed help and didn't get it.
AMD helped them with performance tuning on FSR2.0 that works on... all cards, and XeSS from intel that... works on All cards...
“Both technologies (Intel XeSS and AMD FSR 2.0) will be supported in the game. And specific thanks to AMD, who very much provided us with great technical and resource support to make sure FSR 2 performs extremely well in Boundary. AMD has been a wonderful partner these last few months.”
Yes, the problem with cultist is they will believe whatever they want despite evidence contrary.
AMD is not some hero, they are struggling to compete and their only option is opensource and mindshare winning.
Intel is not some hero, they are pretty controlling but they too are pushing OneAPI and XeSS as open standards.
That said, AMD asking for priority when paying and offering support is standard, on smaller titles this will have a negative impact on the consumers of lack of DLSS as they don't have extra resources to do things they are not helped with.
DLSS, FSR and XeSS are fairly easy to implement at this stage... but that does not make them bug free at enablement. Testing man hours and performance tuning is still required.
On the other hand, it is likely that choosing to do something against the wishes of a partner will have negative effects on the partnership. Unless there is a contract of how many hours of support AMD is giving a dev, those might dwindle when they add competing technologies.
Assimilator, like ffs, how young are you, Nvidia's entire history they literally are the bad guys. I find it annoying they have the best hardware and software ecosystem because Jenson really lacks a moral compass. When 3dfx was beating them, they published hit pieces, drove them into the ground and bought the ip from the wreckage. Their origin story is literally running a competitor into the ground and taking SLI from them.
from gameworks, IQ degradation for benchmark wins (GTX200-300), bumpgate bad transition to leadfree solders cause gpus to desolder, lately their greed and pricing has just been nutty, and now they are openly asking to meet your customers, having been a partner in the past... don't do it, they will steal them.
This is spiderman in native 4k with RT. 40 fps for the 4060, 22 fps for the 7600. Please, get your facts straight lad.
tpucdn.com/review/gigabyte-geforce-rtx-4060-gaming-oc/images/rt-spiderman-remastered-3840-2160.png Great story lad, only problem is, dlss was ALREADY implemented in the game. It was working perfectly fine. ROFL.
Edit: Either this, or like I've said before, the technology is pointless, but Nvidia wants us to buy a 40-series card to find out for ourselves.
Now if I were to postulate, it would be that the developers would know more about their game than you do.
What did you expect the developer to say? That amd paid them to remove it?
“Unfortunately, we need to remove Ray Tracing and DLSS from the EA version. The main reason is that our development resources cannot support multiple technical features, especially pure technical features, which means that this feature will not bring substantial improvements to gameplay. Therefore, we lowered the priority of this feature over the past year. After struggling for a long time, we finally decided to drop it from the launch version. This decision was not easy, as we are a team of technology-driven game developers, especially since we spent a lot of time doing ray tracing benchmarks for Boundary.”