AMD's FSR 3 upscaling and frame interpolation *spawn

It works here, supposedly, the improvement I can see is 3:40 in on the balloon to the left, but casual viewing doesn't really show much of a problem in the first place. Then again the real problem was always with rotating movement really.

 
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Tried to play Ratchet and Clank on the Steam Deck to test out FSR3.1.... and... it doesn't work at all. Doesn't even list it as an option, it just says FSR2.2. What a disappointment.
Ok I'm an idiot. I said it didn't work at all, but I thought I had the game updated but I guess it was just a shader update that I installed yesterday and not the actual patch. Today I got the actual update and it works lol.
 
Same disocclusion artifacts and motion fizzle persist in FSR3.1 (timestamped).


It gets worse as you go down to performance scaling.


In Ghost of Tsushima, Ghosting is exaggerated with FSR3.1, particle rendering is also bad.

 
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Ancient Gameplays found big improvements over FSR 2.1 in all titles. FSR 3.1 had less shimmering in the tested scenes than DP4A XeSS in GoT and Horizon, while in R&C it was clearly worse.

 
I think it pretty much boils down to which scene is being tested. During actual gameplay under certain conditions some anomalies might not be noticed. Definitely an improvement over the previous FSR version in some scenes while not in others. It would be interesting if some sites added the Lossless Scaling app into the review comparison.
 
R&C seems to have regressed, this FSR2.2 comparison from the previous page shows it getting flickering on the carpet when it was perfectly fine earlier.


The only game I seem to have with the new FSR update is Spiderman Remastered and testing it against DLSS, FSR still has way more shimmering on building details. It's still there with DLSS but much more muted.

The above video is mostly due to water in the background, otherwise foliage normally looks fine.
 
They have clearly hit the limit for their hand made algorithm. They could make it blurrier with less artifacts or sharper with more artifacts, but clear improvements will be even harder in the future.

I can see them doing a AI enhanced version of fsr and a DP4A "light AI" version, like Intel, while keeping fsr 3.1 for legacy hardware.
 
TPU reviews FSR3.1, in summary the list of improvements is limited compared to FSR2.2, FSR still trails XeSS and DLSS, as it has far worse ghosting, smearing, shimmering, motion fizzle, and disocclusion artifacts. Particle rendering remains specially bad too.

 
new AFMF 2 improves AFMF 1 by a lot, it seems. Nice work from AMD. Still..., it doesn't beat Lossless Scaling.

 
there are imrpovements, but it doesn't beat Lossless Scaling yet. I wonder if nVidia and Intel are going to offer a similar solution at the driver level in the future.
It's a first step in the right direction for AMD. Makes you think of how ahead of the curve Nvidia was in 2018.
 
It's a first step in the right direction for AMD. Makes you think of how ahead of the curve Nvidia was in 2018.
Huh? In 2018 they launched DLSS which is in no way related to this. It didn't use any sort of AI either. Closest to this would be DLSS Frame gen from 2022 and even that isn't the same, that's similar to FSR.
 
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Huh? In 2018 they launched DLSS which is in no way related to this. It didn't use any sort of AI either.
2018 is when ampere launched and it had the hardware support for serious ai workloads. Even if dlss wouldn't become good until 2020 or so, they already had a vision for those features.
 
Huh? In 2018 they launched DLSS which is in no way related to this. It didn't use any sort of AI either. Closest to this would be DLSS Frame gen from 2022 and even that isn't the same, that's similar to FSR.
Not related to the frame gen conversation, didn't DLSS use tensor cores in 2018 for training the algorithms? (B3D 2018 tread)
 
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