davis.anthony
Veteran
I wonder if the ability to generate intermediate frames has given them the confidence to spend more GPU resources generating higher quality upscaled frames, allowing them to improve the quality further?
Of course they may have simply done both at the same time.. but again, I'm skeptical. Guess we'll find out soon enough. I'm particularly excited for what this tech could provide for handheld PCs like the Deck, Ally, and future iterations.
This quote from the DF article
A combination of motion vector input from FSR 2 and optical flow analysis is used. DLSS 3 uses a hardware block to achieve the latter, of course, while FSR 3 uses software instead, running using asynchronous compute. The more a game uses async compute, the less resources there are for FSR 3 meaning that the time taken to generate the interpolated frame is longer.
That makes me think two things.
1. The older GPU's this works on might see a massively reduced uplift as they won't have the spare compute available to process the OFA data.
2. How much of an improvement are compute heavy engines like UE5 going to see even in big RDNA3 GPU's?
The OFA might become a bottleneck and limit how much of a boost FSR3 gives, and remember they also use compute for RT work too.
So AMD GPU's will have graphics, RT and now frame gen all fighting for those compute cycles.
At least the OF data on Nvidia is a dedicated hardware unit so shouldn't cause a bottleneck.