- cross-posted to:
- games@sh.itjust.works
- cross-posted to:
- games@sh.itjust.works
TL;DW:
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FSR 3 is frame generation, similar to DLSS 3. It can greatly increase FPS to 2-3x.
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FSR 3 can run on any GPU, including consoles. They made a point about how it would be dumb to limit it to only the newest generation of cards.
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Every DX11 & DX12 game can take advantage of this tech via HYPR-RX, which is AMD’s software for boosting frames and decreasing latency.
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Games will start using it by early fall, public launch will be by Q1 2024
It’s left to be seen how good or noticeable FSR3 will be, but if it actually runs well I think we can expect tons of games (especially on console) to make use of it.
People made the same claim about DLSS 3. But those generated frames are barely perceptible and certainly less noticeable than frame stutter. As long as FSR 3 works half-decently, it should be fine.
And the fact that it works on older GPUs include those from nVidia really shows that nVidia was just blocking the feature in order to sell more 4000 series GPUs.
That’s because DLSS 3 uses hardware that is idle and not fighting for cycles during normal rendering, and actual neural networks.
This is different from keeping shader units that are already extremely busy sharing resources with FSR. That’s why FSR can’t handle things like occlusion nearly as well as DLSS.
So scale that up to an entire frame generation, rather than upscaling, and you can expect some ugly results.
And no - when the hardware is capable, Nvidia backports features. Video upscaling is available for older GPUs, the newly announced DLSS Ray Reconstruction is also available. DLSS 3 is restricted because it actually does require extra hardware to allow the tensor cores to read the framebuffer, generate an image in VRAM, and deliver it without disrupting the normal flow.
You aren’t going to use these features on extremely old GPUs anyways. Most newer GPUs will have spare shader compute capacity that can be used for this purpose.
Also, all performance is based on compromise. It is often better to render at a lower resolution with all of the rendering features turned on, then use upscaling & frame generation to get back to the same resolution and FPS, than it is to render natively at the intended resolution and FPS. This is often a better use of existing resources even if you don’t have extra power to spare.
because I think the post assumes that the GPU is always using all of its resources during computation when it isn’t. There’s a reason why benchmarks can make a GPU hotter than a game can, as well as the fact that not all games pin the gpu performance at 100%. If a GPU is not pinned at 100%, there is a bottleneck in the presentation chain somewhere. (which means unused resources on the GPU)
You’re correct, and if AMD is announcing the feature this does mean there’s is enough shader compute available for this to work.
However, this does mean the algorithm must be light enough to generate the frame in that very limited resource usage. This is already what we see with FSR, that works well, but can’t fix some of the issues DLSS can because DLSS can use way more complex algorithms as it isn’t fighting for resources.