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

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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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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

GreenTurts
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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.

bmthnumber
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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

jddes
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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.

PixelShade
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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.

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

IDEAK
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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.

sonic_owl
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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)

sharktooh
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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.

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

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

TheKenb
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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.

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

NeVErseeNMeLikEDis
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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.

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

MlnscBoo
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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.

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

spuryaas
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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.

gytispranskunas
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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.

opbush
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Amd had the opportunity to release fsr3 with starfield but once again... It's AMD

javierarroyo