This is NOT FSR 3. It's better! But also worse! AMD Fluid Motion Frames

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  • เผยแพร่เมื่อ 29 ก.ย. 2023
  • 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.
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ความคิดเห็น • 781

  • @danielowentech
    @danielowentech  9 หลายเดือนก่อน +217

    Edit: Here's a second video exploring the tech in another game (not first person, using controller, more carefully controlling for base framerate). th-cam.com/video/jWk8AkBBaqA/w-d-xo.html
    Original: Some comments are saying Cyberpunk is not a "supported game" for this tech. The driver notes specifically say that it can be used on any DX11 or DX12 game and even specifically list Cyberpunk as an example. The "supported" list people are referring to seems to just be games that can auto-enable AFMF as part of a HYPR-RX profile. Here's the direct quote from the driver notes:
    "AFMF may be enabled for any DirectX11 and 12 title such as Cyberpunk 2077 using the per-app settings within AMD Software: Adrenalin Edition™.
    AFMF can be automatically enabled using HYPR-RX or using the Global Graphics Settings toggle for these select titles;
    A Plague Tale - Requiem Borderlands 3 Control Dead Space
    Deep Rock Galactic Dying Light 2 Far Cry 6 Ghostwire: Tokyo
    Hitman 3 Hogwarts Legacy Horizon Zero Dawn™ Metro Exodus Enhanced Edition
    Red Dead Redemption 2 Resident Evil 3 Resident Evil 4 Shadow Of The Tomb Raider
    Star Wars Jedi: Survivor™ Starfield The Last of Us™ Part 1 The Witcher 3: Wild Hunt"

    • @mal-avcisi9783
      @mal-avcisi9783 9 หลายเดือนก่อน +6

      you say that vrr does not kick in when using fsr 3 frame generation. maybe its because of your TV. i use a lg c2, and on my tv the vrr kicks in all the time, even its not at 120 fps. i never had tearing or somtin when using fsr 3 fg even when framerate is under 120 hz. so you should be more carefull with claims like that.

    • @danielowentech
      @danielowentech  9 หลายเดือนก่อน +31

      @@mal-avcisi9783 I'm currently playing Immortals of Aveum on my 7900 XTX to get more hands on time with FSR3, I can confirm that my LG C1 overlay shows a locked 119FPS when I kick on frame gen at settings that only achieve below 120 fps. So the game is running in the 70 to 90 fps range, but the TV reports 119 with free sync pro premium. This is true with Vsync toggled both on and off. And this is on an AMD GPU, when my previous video was using an Nvidia GPU, so it rules out that possibility. When I turn off frame gen, the TV reports accurate VRR fps numbers. A google search showed I am not the only person experiencing this behavior, so it isn't just my TV. I suppose I can't confirm it works this way for everyone though, and perhaps something is working differently for you.

    • @mal-avcisi9783
      @mal-avcisi9783 9 หลายเดือนก่อน +1

      i am using a 4080, i tested immortals of aveum, and forsaken demo. both worken with fsr3 fg with vrr kicking in even its under 120 fps. never saw any tearing. i watched very carefully. maybe vrr has some different behaviour between lg c2 and c1. just wanted to let you know@@danielowentech

    • @evalangley3985
      @evalangley3985 9 หลายเดือนก่อน +3

      It is a preview and it is only compatible in SDR. I tried it in The Last of Us at 2160p and the drivers are unoptimized so I was at 55FPS with an XTX. I simply reinstalled the latest drivers and my framerate was back at 75FPS. For now, just don't bother.

    • @user-mw1pp9yh8x
      @user-mw1pp9yh8x 9 หลายเดือนก่อน +11

      This is a working tech demo that wasn't even marketed previously. You're disappointed that there is a potentially game changing "tech demo" that works right now?
      If this was Nvidia you'd probably be singing praises, looking back at all the RTX hype when 2000 series launched. Good luck playing Cyberpunk fluidly with a 2060 or even a 2080 Ti.

  • @GreenTurts
    @GreenTurts 9 หลายเดือนก่อน +381

    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

    • @TheIndulgers
      @TheIndulgers 9 หลายเดือนก่อน +59

      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.

    • @PyromancerRift
      @PyromancerRift 9 หลายเดือนก่อน +5

      It doesnt work if the game is not in full screen. It canot work on wow as it is window or borderless window.

    • @galandilvogler8577
      @galandilvogler8577 9 หลายเดือนก่อน +34

      @@PyromancerRift So how do you think AFMF can even work on DX12 games, since there's *no* exclusive fullscreen mode in DX12? 🙃

    • @DonaldHendleyBklynvexRecords
      @DonaldHendleyBklynvexRecords 9 หลายเดือนก่อน

      @@galandilvogler8577 lol

    • @dwaynethemineraljohnson412
      @dwaynethemineraljohnson412 9 หลายเดือนก่อน +4

      ​@@TheIndulgersif its turn based isn't 50 fps more than enough? Responsiveness doesn't increase so attacks that require quick reactions don't benefit

  • @bmthnumber1
    @bmthnumber1 9 หลายเดือนก่อน +160

    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.

    • @vapecat1982
      @vapecat1982 9 หลายเดือนก่อน +3

      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

    • @Accuaro
      @Accuaro 9 หลายเดือนก่อน +3

      ​@@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.

    • @bmthnumber1
      @bmthnumber1 9 หลายเดือนก่อน

      @@vapecat1982 Anti-Lag+ and the latency monitor are exclusive to RDNA3.

    • @galandilvogler8577
      @galandilvogler8577 9 หลายเดือนก่อน +2

      @@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.

  • @IDEAK
    @IDEAK 9 หลายเดือนก่อน +3

    I’ve waited for this Daniel Owen’s video ever since his last video yesterday. Thank you.

  • @PixelShade
    @PixelShade 9 หลายเดือนก่อน +32

    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.

    • @paul1979uk2000
      @paul1979uk2000 9 หลายเดือนก่อน +2

      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.

  • @flippCZ
    @flippCZ 9 หลายเดือนก่อน

    great job dude. keep it up! you're one of my favourite benchmark youtubers im coming back to more and more often.... :)

  • @berkayjan11
    @berkayjan11 9 หลายเดือนก่อน +45

    AMD doing this without any dedicated hardware is truly amazing. Game consoles, handheld consoles and almost every PC will benefit from this. Definitely a smart move from AMD to keep brands under their ecosystem. AMD really proves that anything can be made on software-level and I'm sure it will get so much better in the future. In fact, AMD engineers work double time compared to Nvidia's considering hardware handicap.

    • @bryanyokofich5021
      @bryanyokofich5021 9 หลายเดือนก่อน +6

      Yes sir!! AMD is showing that team green is being very greedy locking people out of the latest software unless they upgrade

    • @ashrafmehmoodnandan4249
      @ashrafmehmoodnandan4249 9 หลายเดือนก่อน +1

      ​@@bryanyokofich5021yessir

    • @chris_007
      @chris_007 9 หลายเดือนก่อน

      Can't give AMD too much credit for locking ppl out of stuff as Anti-Lag+ is only available on 7000 series GPU's at the moment. 😅@@bryanyokofich5021

    • @icy1007
      @icy1007 9 หลายเดือนก่อน +1

      They're doing it, but not doing it well...

    • @FootEnjoyer
      @FootEnjoyer 8 หลายเดือนก่อน

      DLSS 3.5 with path tracing lowkey wipes the floor with fsr 3. I say this as someone who owns a 7900xt. Considering switching to 4080 or 4070 ti cause of this plus tired of constant crashes. It's really the crashes that kill it completely for me and my friends who use amd. Never had fatal driver issues with nvidia.

  • @jddes
    @jddes 9 หลายเดือนก่อน +20

    I've seen a couple people post videos about this but as always, yours is the definitive one that gives me the details I seek. Thank you -David- Daniel

    • @TheFob34
      @TheFob34 9 หลายเดือนก่อน +1

      Cough Cough.....DANIEL !!!

    • @stickboy8219
      @stickboy8219 9 หลายเดือนก่อน

      Nice one David ☺️

    • @jddes
      @jddes 9 หลายเดือนก่อน

      @@TheFob34 Haha I just woke up, that's too great I'm keeping it that way, I'm sure David will understand

  • @sonic_owl4465
    @sonic_owl4465 9 หลายเดือนก่อน +83

    I’d honestly like to see an option to keep FMF running even during fast camera movement. Perhaps in some cases, or for some people that’d be better than the massive framerate swings. If nothing else it’d be interesting to test.
    Overall, it’s definitely not a game changing feature yet, but it seems like it could have some uses in more slower paced games. Maybe Baldur’s gate to alleviate some of the CPU bottleneck issues in the city of act 3, or something like flight sim could be good use cases. Hopefully it will improve in the future as well.

    • @F1neW1ne
      @F1neW1ne 9 หลายเดือนก่อน +18

      Not sure what is happening to him here. I tried it in CONTROL 1440P Ultra with RT. Base FPS before turning on FMF was 80 fps. Started to average about 135+ fps even when panning. No crazy dipping at all but I will try it again. Or put my money where my mouth is and test it myself.

    • @felixdesrochers9940
      @felixdesrochers9940 9 หลายเดือนก่อน +14

      I think combining FMF with Radeon boost at the same time might be a better experience. Radeon boost reduces the shading rate with fast mouse movement to increase FPS. So when FMF drops, boost picks up and vice versa.

    • @mrshinobigaming8447
      @mrshinobigaming8447 9 หลายเดือนก่อน +13

      ​@@F1neW1neits only happening in cyberbug 2077 i have seen a video of starfield getting from 40s to 100s without dips when panning

    • @LucidStrike
      @LucidStrike 9 หลายเดือนก่อน +1

      He spent like the whole video saying that. It's the point of the video.

    • @AlexC-ds7ji
      @AlexC-ds7ji 9 หลายเดือนก่อน +3

      It probably looks like crazy motion blur which equates to just mush. I'm sure if it didn't look terrible they would have activated it. It's not like they implemented the deactivation before they gave the feature a hard look as is.

  • @sharktooh76
    @sharktooh76 9 หลายเดือนก่อน +12

    The problem here could be "fixed" by radeon boost. That's automatically enabled on hypr-rx profile for supported games.
    However, motion vectors can be rebuilt from the frame buffer.
    They will track "pixels" (or better, blocks of different sizes, e.g. 4x4, 8x8, etc.) as it's done in video encoders. It's not perfect but it works and it is also the reason why when moving the mouse too fast the AFMF gets disabled: motion vectors get out of range (tracked pixels get outside the picture area)

  • @ikt32
    @ikt32 9 หลายเดือนก่อน +8

    AFMF turning off isn't mouse input based, but what happens on-screen. Just stand close to a wall and pop in and out, and the frame drops, where it won't if you do the same strafing motion without the wall obscuring the view.
    Hopefully they'll make it a bit more advanced so it does work during these actions, because that's where it's needed the most.

  • @PureTazr
    @PureTazr 9 หลายเดือนก่อน

    Thank you for clearing thus up. I thought I was going crazy with my top end rig.

  • @Yeet42069
    @Yeet42069 9 หลายเดือนก่อน +25

    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.

    • @MaxIronsThird
      @MaxIronsThird 9 หลายเดือนก่อน +4

      Not when you're CPU bound, which is when FrameGen works the best.

    • @janbenes3165
      @janbenes3165 9 หลายเดือนก่อน +1

      @@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.

    • @MaxIronsThird
      @MaxIronsThird 9 หลายเดือนก่อน

      @@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.

  • @TheKenb425
    @TheKenb425 9 หลายเดือนก่อน +2

    Wow! Daniel Owen, first of the big youtube personalities to put new AMD features to the test. Thank you Daniel!

  • @spuryaas
    @spuryaas 9 หลายเดือนก่อน +6

    Can you enable it with AMD Boost (thing that reduce rendering resolution on mouse movement)? Maybe this combination could provide more consistent fps?

    • @cooljoan1309
      @cooljoan1309 9 หลายเดือนก่อน

      Exactly my thoughts, Daniel pls try this

    • @Jet_Set_Go
      @Jet_Set_Go 9 หลายเดือนก่อน

      There is HiAlgo Boost which basically does the same

  • @ThatTrueCJ201
    @ThatTrueCJ201 9 หลายเดือนก่อน +38

    I know it's a lot of effort, but it is somewhat possible to show the artifacts of FSR3 in a TH-cam 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).

    • @DLWD2024
      @DLWD2024 9 หลายเดือนก่อน +2

      Smart suggestion 😊

    • @CyberWolf755
      @CyberWolf755 9 หลายเดือนก่อน +3

      I think playing at 2x speed makes the video play every other frame, rather than playing twice as fast

    • @normanblack4005
      @normanblack4005 9 หลายเดือนก่อน +1

      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.

    • @Fadexz
      @Fadexz 9 หลายเดือนก่อน +2

      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 TH-cam 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.

    • @DLWD2024
      @DLWD2024 9 หลายเดือนก่อน

      @@Fadexz
      So downloading and watching on MX player will do the trick.

  • @MlnscBoo
    @MlnscBoo 9 หลายเดือนก่อน +27

    Before watching your videos I didn't realize that watching a capture of a high refresh rate monitor in a 60fps TH-cam 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

    • @palecelery
      @palecelery 9 หลายเดือนก่อน +2

      Solid choice. I think that is one of the best value cards you can buy right now.

    • @inqizzo
      @inqizzo 9 หลายเดือนก่อน +2

      350$? When did they cost so little?

    • @johnyseimah229
      @johnyseimah229 9 หลายเดือนก่อน

      @@inqizzo since they released the 7000 series

    • @constipatedlenny2544
      @constipatedlenny2544 9 หลายเดือนก่อน +1

      ⁠could be a card from the used market.

    • @nathanlamaire
      @nathanlamaire 9 หลายเดือนก่อน +1

      $350?!! OMFG!!

  • @TheActualChosenOne
    @TheActualChosenOne 9 หลายเดือนก่อน +2

    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.

  • @gytispranskunas4984
    @gytispranskunas4984 9 หลายเดือนก่อน +61

    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.

    • @EditUMedia
      @EditUMedia 9 หลายเดือนก่อน +4

      Yeah i always found it funny how in vr on virtual desktop I Had a setting to double my frame rate. from 45 to 90 but that it hadn't been implemented to screen games

    • @Ast0sH
      @Ast0sH 9 หลายเดือนก่อน +15

      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.

    • @1mrstench
      @1mrstench 9 หลายเดือนก่อน +2

      @@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.

    • @Ast0sH
      @Ast0sH 9 หลายเดือนก่อน +9

      @@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

    • @Jossages
      @Jossages 9 หลายเดือนก่อน +3

      @@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.

  • @user-kb7pd1cl2w
    @user-kb7pd1cl2w 9 หลายเดือนก่อน +6

    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.

    • @Stimmedupjunkie
      @Stimmedupjunkie 8 หลายเดือนก่อน +1

      You can enable both

  • @Sirburus
    @Sirburus 9 หลายเดือนก่อน +2

    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!

    • @kubotite9168
      @kubotite9168 9 หลายเดือนก่อน

      amd also working on anti lag + pro ultra /s

  • @TerraWare
    @TerraWare 9 หลายเดือนก่อน +39

    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.

    • @RJTHEGAME
      @RJTHEGAME 9 หลายเดือนก่อน +7

      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

    • @MaxIronsThird
      @MaxIronsThird 9 หลายเดือนก่อน +4

      @@RJTHEGAMEIt probably works better with 3rd person games

    • @Hybred
      @Hybred 9 หลายเดือนก่อน +2

      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

    • @MaxIronsThird
      @MaxIronsThird 9 หลายเดือนก่อน +1

      @@Hybred Radeon 7000 has Anti Lag+ in the drivers, which is better than regular Anti Lag for older AMD cards.

    • @RJTHEGAME
      @RJTHEGAME 9 หลายเดือนก่อน

      @@Hybred Interesting👍

  • @riczz4641
    @riczz4641 9 หลายเดือนก่อน +3

    I can see this being useful in city skylines and demanding games like those that don't really need you moving the mouse much

    • @TheCgOrion
      @TheCgOrion 9 หลายเดือนก่อน

      i agree. A game like that is also likely to be CPU limited, and it would allow high frame rate in those scenarios.

  • @alnagy1700
    @alnagy1700 9 หลายเดือนก่อน +1

    Is it fair to say that it would work well in MSFS 2020 since there really isn't fast motion?

  • @QOTSAPT
    @QOTSAPT 9 หลายเดือนก่อน

    Nice feature, at least the frame lag is consistent. kind of small penalty for a decent optimization. screen tearing on a capture?

  • @Ivan-pr7ku
    @Ivan-pr7ku 9 หลายเดือนก่อน

    That thick frame-time graph with alternating slow and fast frames is hinting at the visible stuttering when the camera is panning. FMF needs more tuning I guess.

  • @StarShutter100
    @StarShutter100 9 หลายเดือนก่อน

    Which program you use for monitoring fps? Its overlay looks nice

  • @SRFITSTUDIO
    @SRFITSTUDIO 9 หลายเดือนก่อน

    Tnx for information! Is ther any info about rx 6000 series support?

  • @RRRRRRRRR33
    @RRRRRRRRR33 9 หลายเดือนก่อน +1

    Looks neat. I wonder if this tech works for games that usually don't reach the 60fps (like Total War Warhammer "3" for example, even on powerful machines this game drops to bellow 60), so let's say you run the game at 40fps, then you double it to 80fps, but use v-sinc to stabilize that at 60fps... that would be the dream scenario. Or people who are using those monitors with crazy high refresh rate, sync tech and so on, they can go over 100fps

  • @BtappinHD
    @BtappinHD 9 หลายเดือนก่อน +16

    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.

    • @bartoszgotlib2658
      @bartoszgotlib2658 9 หลายเดือนก่อน +5

      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

    • @TheRedRaven_
      @TheRedRaven_ 9 หลายเดือนก่อน

      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.

    • @dakbassett
      @dakbassett 9 หลายเดือนก่อน

      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.

    • @bartoszgotlib2658
      @bartoszgotlib2658 9 หลายเดือนก่อน

      @@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

    • @TheRedRaven_
      @TheRedRaven_ 9 หลายเดือนก่อน

      @@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?

  • @Gunner12v
    @Gunner12v 9 หลายเดือนก่อน +3

    Note that HDR does not work when AFMF is on, i was messing around with this yesterday, and thats something that i had noted down

    • @J-CDS
      @J-CDS 9 หลายเดือนก่อน

      Yeah he mentions that in the description

  • @115zombies935
    @115zombies935 9 หลายเดือนก่อน +1

    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.

    • @TearsInReign
      @TearsInReign 7 หลายเดือนก่อน

      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.

  • @justdoit9403
    @justdoit9403 9 หลายเดือนก่อน +6

    Sinceramente para ser algo ejecutado por controlador me parece genial, ojalá la tecnología siga avanzando y salga también para la serie 6000, pero es algo preocupante, todas las tecnologías actuales exclusivas de amd sólo han salido para su serie 7000 :\

    • @reizmw1094
      @reizmw1094 8 หลายเดือนก่อน

      Ha salido ya para la serie 6000 desde el driver

  • @kylemonteiro7143
    @kylemonteiro7143 9 หลายเดือนก่อน +1

    Excited for this beta to release, hopefully get some more performance from my 7900xtx with ray tracing 4K

    • @DavidAlfredoGuisado
      @DavidAlfredoGuisado 9 หลายเดือนก่อน +1

      you'll get more software-generated frames (interpolated) depending on the base fps the XTX can render, FSR3 cannot help the latter though.

  • @Haki291
    @Haki291 9 หลายเดือนก่อน +1

    why is the micro stutter rate so high? i also have crazy stutters with it on

  • @lek1223
    @lek1223 9 หลายเดือนก่อน +1

    Unfortunately i could not get the preview drivers to work for me, but we need more competition for Nvidia so i hope it turns out to be a killer feature at the end

  • @mosamaster
    @mosamaster 9 หลายเดือนก่อน

    How is the feel ? Is it smoother when turning ? The MSI after burner might not record the changes properly at times.

  • @IcyB-xg6xs
    @IcyB-xg6xs 9 หลายเดือนก่อน

    Can you try this with radeon boost? There is a possibility that it could help with the frame rate dropping with mouse movements?

  • @Keivz
    @Keivz 9 หลายเดือนก่อน

    Thanks for testing this! So much misinformation out there. Nice to have someone who knows what they’re talking about give their analysis.

  • @watching_events447
    @watching_events447 9 หลายเดือนก่อน

    Do we need it during motion? We can't perceive fast mition well anyway.
    We need it when rapid motion stops and settles down.

  • @NeVErseeNMeLikEDis
    @NeVErseeNMeLikEDis 9 หลายเดือนก่อน +17

    I tried it on forspoken
    On my 3080s n my 7900xtx
    Looks good
    Im impressed
    Thanks AMD for being open source

    • @IstyManame
      @IstyManame 9 หลายเดือนก่อน

      does it drop frames when you move your camera like in cyberpunk

    • @archangelgaming8077
      @archangelgaming8077 9 หลายเดือนก่อน

      amd losers

    • @thepunic5261
      @thepunic5261 9 หลายเดือนก่อน +1

      @@IstyManame no the one implemented in forspoken is a FSR3 so it works all the time when you're playing, this one is just an addon that isn't implemented in the game.

    • @YHaTToY
      @YHaTToY 9 หลายเดือนก่อน +1

      @@IstyManame the fsr in this video is a beta driver version for 7000 cards, normal fsr3 implementation like in forspoken works fine

    • @NeVErseeNMeLikEDis
      @NeVErseeNMeLikEDis 9 หลายเดือนก่อน

      @IstyManame I haven't tried the driver one yet.
      I will do that when I get off work.
      Like the ppl above said
      Fsr works all the time in forspoken
      If u have steam just download the demo yourself an try it out.

  • @opbush5272
    @opbush5272 9 หลายเดือนก่อน +4

    AFMF does not lower fps due to mouse movement or controller movement, it instead uses the ingame camera to dynamically change the fps. AFMF is also works on older dx9 games by using dgvoodoo2 to convert them into dx11 or dx12 games and it works flawlessly. Fps locked games seem to gain the best benefit imo because they tend to stay at a stable 60 which equals to 120fps with framegen. The game that has benefitted most from framegen is DMC3 imo, practically 120fps in all scenes because of the static camera and the combat becomes really smooth.

  • @evilhf915
    @evilhf915 9 หลายเดือนก่อน

    If I'm not mistaken, I saw somewhere that the afmf is deactivated in motion to preserve the image.

  • @wizardkoer782
    @wizardkoer782 9 หลายเดือนก่อน

    Would it be possible for you to upload a 120FPS video screen capture of fluid motion to Google Drive or something?

  • @toxicavenger6172
    @toxicavenger6172 9 หลายเดือนก่อน +4

    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.

    • @makunouchiippo816
      @makunouchiippo816 9 หลายเดือนก่อน

      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.

  • @B-KARIM
    @B-KARIM 8 หลายเดือนก่อน +1

    Thx for the video;
    now possible with radeon 6000 series ;) using preview drivers

  • @quintrapnell3605
    @quintrapnell3605 9 หลายเดือนก่อน +4

    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.

  • @deus_nsf
    @deus_nsf 9 หลายเดือนก่อน +1

    Could you please try AFMF on a higher framerate basis? Base 30 is quite the stress, at least base 60 next time?

    • @danielowentech
      @danielowentech  9 หลายเดือนก่อน +2

      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.

  • @marcelosoares7148
    @marcelosoares7148 9 หลายเดือนก่อน

    That "flashing" effect at 7:50 was some sort of recording glitch, Fluid Motion glitch or its just Cyberpunk being Cyberpunk?

  • @tuc9687
    @tuc9687 9 หลายเดือนก่อน

    Which software did you use in the video

  • @herr_schnitzel
    @herr_schnitzel 9 หลายเดือนก่อน

    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?

  • @xbone8950
    @xbone8950 9 หลายเดือนก่อน

    How do you get the micro stutter overlay like that?

  • @ICDedPeplArisen
    @ICDedPeplArisen 9 หลายเดือนก่อน +12

    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

    • @DoubleAAce
      @DoubleAAce 9 หลายเดือนก่อน +9

      I tried it on my 4070 but the latency is so jarring

    • @revdarian
      @revdarian 9 หลายเดือนก่อน +7

      Yeah currently it seems to turn off Nvidia Reflex, try to force it manually and not through the game.

    • @CersionX
      @CersionX 9 หลายเดือนก่อน +9

      Who cares about forespoken

    • @DavidAlfredoGuisado
      @DavidAlfredoGuisado 9 หลายเดือนก่อน +22

      the fact that AMD is getting ppl to play Forspoken is such a legendary feat

    • @2284090
      @2284090 9 หลายเดือนก่อน +10

      @@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

  • @kusumayogi7956
    @kusumayogi7956 9 หลายเดือนก่อน +2

    Someone said you can turn on AMFM + FSR 3 FG at same time.
    Please make video about that mr owen

  • @a6893_
    @a6893_ 9 หลายเดือนก่อน +1

    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

  • @alun1038
    @alun1038 9 หลายเดือนก่อน +2

    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

    • @ktalin98
      @ktalin98 9 หลายเดือนก่อน

      But the additional latency...

    • @icy1007
      @icy1007 9 หลายเดือนก่อน

      This is not very usable in its current state. 25ms of extra latency is horrible. It is also plagued with non-stop micro-stutters.

  • @Stragus_Macleod
    @Stragus_Macleod 5 หลายเดือนก่อน

    Is there any way to get rid of screen tearing while using this? I've tried enhanced sync, and vsync in game and in driver.

  • @Kasamsky
    @Kasamsky 9 หลายเดือนก่อน

    Is the Frame Gen Lag overlay only part of the beta driver?

  • @3plecheeseburger
    @3plecheeseburger 9 หลายเดือนก่อน

    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?

  • @JC-gt9lk
    @JC-gt9lk 7 หลายเดือนก่อน

    I tried it in Forza Motorsport 2023 and my frames went from 130ish to 240ish fps. I thought i ws experiencing screen tear due to my monitor refresh rate not keeping up. Grat review now i know is not my monitor.

  • @johnbiggs6391
    @johnbiggs6391 9 หลายเดือนก่อน

    why did you test with anti-lag on? (anti-lag is known to cause frame drops with fast motion panning)

  • @RUHappyATM
    @RUHappyATM 9 หลายเดือนก่อน

    I don't know...the cars do judder when the FMF is off.
    BTW, where did u get ur driving licence?

  • @Cooe.
    @Cooe. 9 หลายเดือนก่อน +3

    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. 🤷

  • @ferluisch
    @ferluisch 9 หลายเดือนก่อน

    Are these new drivers compatible with the rog ally?

  • @nickvirgili2969
    @nickvirgili2969 9 หลายเดือนก่อน

    What am i missing or doing right? I get 80fps average up.and down, but there and above most of the time, in this. But im only running a 6950xt. Will i get 160 with fsr3? If its updated to run on them that is?

  • @brolyindhoven7460
    @brolyindhoven7460 9 หลายเดือนก่อน

    what about the latency, good dlss3 + frame gen or fsr3 + frame gen?

  • @RowanHD15
    @RowanHD15 9 หลายเดือนก่อน

    Does it do this in every game or did you just test Cyberpunk so far?

  • @HeyDropthat
    @HeyDropthat 9 หลายเดือนก่อน

    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

  • @CyberWolf755
    @CyberWolf755 9 หลายเดือนก่อน +10

    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

    • @sudeshryan8707
      @sudeshryan8707 9 หลายเดือนก่อน +2

      it already exists, and is called FSR or DLSS

    • @icy1007
      @icy1007 9 หลายเดือนก่อน

      That is what FSR is. lol

  • @daMCcookie
    @daMCcookie 9 หลายเดือนก่อน

    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.

    • @yeahitsme4427
      @yeahitsme4427 9 หลายเดือนก่อน

      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.

    • @daMCcookie
      @daMCcookie 9 หลายเดือนก่อน

      @@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.

  • @saurocantho6195
    @saurocantho6195 9 หลายเดือนก่อน

    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

  • @VictorVGeiGer2
    @VictorVGeiGer2 9 หลายเดือนก่อน +2

    This feature gets you from 70fps to your monitors full refresh rate. Hence fluid motion frames

  • @MarkLangdahl
    @MarkLangdahl 9 หลายเดือนก่อน

    Do you know if this will work on integrated RDNA3 graphics like in the Z1 Extreme found in the Asus ROG Ally and Lenovo Legion Go?

  • @kamitGameplays
    @kamitGameplays 9 หลายเดือนก่อน

    It crazy cool, why does NVidia need tensor cores for frame gen again?

  • @j2sk
    @j2sk 9 หลายเดือนก่อน +5

    Hopefully they will improve it for lower base framerate, atleast 30 and make it available for low-mid range cards. Because the only realistic use case for this is to help achieve monitor refresh rate atleast 60 if the game is too demanding and dont want to sacrifice graphics at 1440p or 4k

    • @RRRRRRRRR33
      @RRRRRRRRR33 9 หลายเดือนก่อน +3

      Exactly. It seems this tech is limited to the niched audience who are using 120hz monitors and beyond. The far majority still uses monitors (or in my case, TV screens) who are set at 60hz. Let's see how things are going to evolve, this is a early tech, both Nvidia and AMD are still improving things. But like you said, the most useful scenario is just that, to use "frame generation" for demanding games that are barely running at 30fps, you sacrifice a little bit of input delay to make it run at 60fps. If the lag is too severe, this will be pointless for action games, racing, fighting, etc.. but for everything else that does not overly rely on fluidity, it can be awesome (again, another niche, Total War Warhammer "3" for example, this game would benefit a lot). Hope the lag is not bothersome, they can improve the milliseconds with time

  • @konstantinlozev2272
    @konstantinlozev2272 9 หลายเดือนก่อน

    What about combining that with AMD Boost? Would AMD Boost not step in exactly when the mouse is being moved wildly?

  • @sergtrav
    @sergtrav 9 หลายเดือนก่อน

    Does this thing work in Dark souls or Elden ring with their 60fps cap?

  • @_robyn_
    @_robyn_ 9 หลายเดือนก่อน

    I wonder if the driver is just checking for fast mouse movement to disable FMF or actually analysing how fast image is moving in current scene.
    Can you maybe turn the mouse DPI to its minimum and windows mouse sensitivity to minimum as well + Ingame mouse sensitivity.
    Then try to move mouse quickly such that mouse is moving fast but scene doesn't change much 🤔

  • @kevinpaskevicius1643
    @kevinpaskevicius1643 9 หลายเดือนก่อน +2

    this is all i've been into all day

  • @bastardgoose
    @bastardgoose 9 หลายเดือนก่อน

    Crazy, a not yet released feature isn't ready?

  • @filipenavarro43
    @filipenavarro43 9 หลายเดือนก่อน +1

    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.

  • @VIRT22
    @VIRT22 9 หลายเดือนก่อน +37

    I'd like to see AFMF on older games locked to 60fps like Dark Souls 3. Please do it teacher Dan!

    • @yol_n
      @yol_n 9 หลายเดือนก่อน +14

      Modders should figure this out and share to others on how to do it on any game!

    • @riczz4641
      @riczz4641 9 หลายเดือนก่อน +5

      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.

    • @opbush5272
      @opbush5272 9 หลายเดือนก่อน +6

      Yup it works fine. Any fps capped game can be bypassed with AFMF

    • @labombaromba
      @labombaromba 9 หลายเดือนก่อน +1

      @@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.

    • @inyue.
      @inyue. 9 หลายเดือนก่อน

      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) .

  • @japanesesamurai4945
    @japanesesamurai4945 9 หลายเดือนก่อน +4

    Why even though i have 120+ fps with FSR FG enabled in Forspoken it still feels like 60 fps?

    • @goldenheartOh
      @goldenheartOh 9 หลายเดือนก่อน

      Probably for visual clarity.
      Edit: specifically visual clarity during motion.

    • @revdarian
      @revdarian 9 หลายเดือนก่อน +4

      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.

    • @deyandimitrov7287
      @deyandimitrov7287 9 หลายเดือนก่อน +2

      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.

    • @ntz752
      @ntz752 9 หลายเดือนก่อน +1

      Enable vsync

    • @Superdazzu2
      @Superdazzu2 9 หลายเดือนก่อน

      enable vsync and do not use the native AA fsr option

  • @mohyari3075
    @mohyari3075 9 หลายเดือนก่อน +4

    This will only get better with time

  • @fayenotfaye
    @fayenotfaye 9 หลายเดือนก่อน +1

    This would be perfect for VR honestly, upscaling 60 fps to 120 for my quest 3 would be great.

  • @leventeluksa4667
    @leventeluksa4667 9 หลายเดือนก่อน +1

    AMD also have a feature that actually decrease GPU load when someone is moving the mouse quickly, as rapid movements generate a kind of "smudged" / "blurred" image already. Maybe these 2 tech are controversial to each other or this one kicks in because the Fluid Motion Frame gen is not 100% supported in the game you are trying with.

  • @IronBCC
    @IronBCC 9 หลายเดือนก่อน

    To help with fast movement then have Radeon Boost (see in adrenaline software), which basically lowers resolution, so you don't have that much drops in fps

  • @user-lf6su3je3c
    @user-lf6su3je3c 7 หลายเดือนก่อน

    Good afternoon, I tested the latest version of this driver, this function does not work for me on the 6900xt, whether it is enabled or disabled makes no difference. This is most likely for the 7000 series. although they wrote that it supports 6000.

  • @Anjula321
    @Anjula321 9 หลายเดือนก่อน

    fluid "motion" that disables itself when there's motion haha 😆
    hope this improves because the idea is sick!

  • @michahojwa8132
    @michahojwa8132 9 หลายเดือนก่อน +1

    I've played cyberpunk for 2 days now. It's ok if upscaled from 40fps, cool from 50fps and becomes great over 60fps. On my xt it means 1080p xessq on pt with mod. I've played in 4k and then in 1080p+pt. Just keep going back and forth and what am I seeing is - both ways are out of this world amazing.

  • @Yosuru
    @Yosuru 9 หลายเดือนก่อน

    Hello, I understand that it may be difficult to show the smoothness of the motion because as you said, TH-cam locks the video at 60FPS. But I don't think for the entirety of the video you once described the perceived smoothness of the game after enabling Fluid Motion Frame.
    Asides from stating that "jutters" may be present or the weirdness of how it works while the camera is in motion, you never really said anything about if it does actually help in improving the overall experience.
    I think the weirdness of the tech or even small visual artifacts is a lot less bothersome for many people than playing in 50-60FPS. But also at the same time, the tech works best at at least 60FPS for many reasons such as latency and hence the potential irrelevancy of the tech for the lower end hardware. It also kinda sucks that the earliest card they support is RX 5700 but also quite understandable.

  • @sengir
    @sengir 9 หลายเดือนก่อน +2

    I tested it in my 7900XTX Witcher 3... I think it could get to be an interesting feature but right now it's not much appealing as it does not support HDR and at least in my case I can appreciate some ghosting and screen tearing (even below my Freesync 120Hz). Because of the limitations of implementing in the driver maybe it ends being another half baked Radeon solution as Boost or RSR. We'll see .🤞

    • @viking9442
      @viking9442 9 หลายเดือนก่อน

      Doesnt support HDR 😮

  • @Vartazian360
    @Vartazian360 9 หลายเดือนก่อน +8

    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.

    • @HSGG_
      @HSGG_ 9 หลายเดือนก่อน

      😂😂 bullshit, you need to get your eyes checked.

  • @Poxtor
    @Poxtor 9 หลายเดือนก่อน

    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

  • @HarrisonGould
    @HarrisonGould 9 หลายเดือนก่อน

    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

    • @HarrisonGould
      @HarrisonGould 9 หลายเดือนก่อน

      Oh commented too early. He does this in the video

  • @F1neW1ne
    @F1neW1ne 9 หลายเดือนก่อน +10

    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.

    • @DavidAlfredoGuisado
      @DavidAlfredoGuisado 9 หลายเดือนก่อน +2

      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.

    • @kennethpereyda5707
      @kennethpereyda5707 9 หลายเดือนก่อน +5

      if you had 70 fps why turn it on

    • @RRRRRRRRR33
      @RRRRRRRRR33 9 หลายเดือนก่อน +3

      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

    • @MisTTwisted
      @MisTTwisted 9 หลายเดือนก่อน +3

      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.

    • @DimkaTsv
      @DimkaTsv 9 หลายเดือนก่อน

      ​@@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+

  • @DonaldHendleyBklynvexRecords
    @DonaldHendleyBklynvexRecords 9 หลายเดือนก่อน +1

    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

  • @michaelfalabella6296
    @michaelfalabella6296 9 หลายเดือนก่อน

    the UI looked so good...wow

  • @HandleIsNewAndBad
    @HandleIsNewAndBad 9 หลายเดือนก่อน +2

    Seems like something we can use with Radeon Boost where resolution is dynamically lowered when moving the mouse.

    • @SirMo
      @SirMo 9 หลายเดือนก่อน

      That's actually a really good point. Radeon Boost + AMFM sounds like it would be pretty cool, to achieve high frame rates in heavy games.

    • @HandleIsNewAndBad
      @HandleIsNewAndBad 9 หลายเดือนก่อน

      @@SirMo Probably at the cost of demolishing the image quality whenever the camera is panned. XD

  • @finnicksong364
    @finnicksong364 9 หลายเดือนก่อน +4

    I tried fsr 3 in Forspoken, when it is enabled , the 99% low framerate is slightly lower than normal and you can actually feel the graphics is not as fluent as normal settings. That is very weird experience.

    • @chacharealsmooth941
      @chacharealsmooth941 9 หลายเดือนก่อน

      You need to do additional adjustments with this tech.

    • @hunterace4275
      @hunterace4275 9 หลายเดือนก่อน

      Did you have v-sync enabled? On my 6800xt with only framegen on I went from 70-80fps to 140-150fps and it legitimatelly felt like the game was running at that framerate. I did notice a little more input lag maybe but not much more than if just v-sync was on.

    • @finnicksong364
      @finnicksong364 9 หลายเดือนก่อน

      @@hunterace4275 no, I didn’t enable vsync , should I do that?

    • @hunterace4275
      @hunterace4275 9 หลายเดือนก่อน

      @@finnicksong364 Yes v-sync needs to be enabled to make sure everything is syncronized. Unfortunatlally its not automatically enabled and its in a completely different menu but if you dont have it enabled in most cases you are going to be getting a much worse experiance than just running native.

    • @icy1007
      @icy1007 9 หลายเดือนก่อน

      ​@@hunterace4275 Forcing Vsync adds a ton of extra latency on top of the FG latency...