AMD Announces FidelityFX Super Resolution 3 (FSR 3) Fluid Motion Rivaling DLSS 3, Broad Hardware Support

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erek

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“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).”

https://www.techpowerup.com/312786/...motion-rivaling-dlss-3-broad-hardware-support
 
Hoping they get around to introducing this tech to FF XVI on the PS5.

I'm surprised they didn't get this ready for Starfield's release, would've been the perfect showcase for the tech, especially if the rumors of AMD blocking DLSS for that game are true.
 
I get that they need to answer Nvidia, but I don't want fake frames from either.
 
TAA looks bad on AMD hardware their frame gen based on those screenshots looks worse.

Here's hoping now that this is finally out they'll dedicated time/resources to making FSR look good/better - which will benefit both FSR2/3 (I know it's not gonna happen but a man can dream can't he?)
 
It's software-based and does load-balancing on the compute cores with asynchronous compute. Latency is going to be a nightmare. If anything, this will show why NVIDIA chose not to enable it on Ampere and older hardware.

Those screenshots also do not inspire confidence as to image quality, as Lakados mentioned.
 
I can definitely support them continuing to update the features of FSR and its quality, while keeping it an open source, license-free, hardware-independent solution. My experience with FSR2.x anyway has been generally pretty good and compared favorably in most titles that had both, to DLSS 2.x , at least when both were set for 'quality" targets. The idea of FSR3 and DLSS3 frame generation may rankle some of us used to pushing hardware, but in the (possible but unfortunate) future that some developers and engines suggest where "games are made for upscaling and processing" over optimization then it will become more important that there's good solution for that. if it SHOULD end up that way is another discussion entirely of course, but having these tools especially a FOSS implementation is a benefit regardless.
 
Which GPUs are good at asynchronous compute ?
All of AMD's cards going back to at least Hawaii XT due to their general compute core structure. NVIDIA cards going back to Pascal, though their advantage isn't as great as AMD's since NVIDIA is better at keeping their cores busy.
 
RDNA 3 GPU add an important step for FSR 3 FSR frame generation:
https://wccftech.com/amd-hypr-rx-ra...now-available-all-rdna-3-gpus-latest-drivers/

AMD-Anti-Lag-Technology-Driver.png


Will see if it goes down to RDNA 2 to help with frame generation added latency there as well.

Seem like a direct concurent to Nvidia Reflex that need for the game engine to tell it where in the game loop the process are to predict when the render queue line need to be frame for a next important frame
 
RDNA 3 GPU add an important step for FSR 3 FSR frame generation:
https://wccftech.com/amd-hypr-rx-ra...now-available-all-rdna-3-gpus-latest-drivers/

View attachment 597250

Will see if it goes down to RDNA 2 to help with frame generation added latency there as well.

Seem like a direct concurent to Nvidia Reflex that need for the game engine to tell it where in the game loop the process are to predict when the render queue line need to be frame for a next important frame
Yeah reflex uses a frame marker so it can move things around and bypass the render queue and process things out of order and put them back in place in the frame buffer.
 
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