AMD Releases Adrenalin Preview Driver For Fluid Motion Frames Feature
AMD Releases Adrenalin Preview Driver For Fluid Motion Frames Feature
AMD has recently revealed the latest version of the FidelityFX Super Resolution suite, the FSR3 – responsible for Frame Generation (much like NVIDIA’s DLSS3). The new tech sees its first wave of launch on two titles: Forspoken and Immortals of Aveum; however AMD is also releasing a preview driver focusing on FSR3’s sibling, called AMD Fluid Motion Frames (AFMF).
Much like Radeon Super Resolution (RSR) being the driver-level implementation of upscaling-based FSR2, AFMF is pretty much driver-level equivalent to FSR3, meaning it should works in a wider range of games. As a preview driver, AMD is currently enabling AFMF support on select DirectX 11 and 12 titles, and is currently exclusively supported on Radeon RX 7000 series GPUs only. The list of supported games are as follows:
A Plague Tale – Requiem | Borderlands 3 | Control | Dead Space |
Deep Rock Galactic | Dying Light 2 | Far Cry® 6 | Ghostwire: Tokyo |
Hitman 3 | Hogwarts Legacy | Horizon Zero Dawn™ | Metro Exodus Enhanced Edition |
Red Dead Redemption 2 | Resident Evil 3 | Resident Evil 4 | Shadow Of The Tomb Raider |
Star Wars Jedi: Survivor™ | Starfield | The Last of Us™ Part 1 | The Witcher 3: Wild Hunt |
The company has noted that such technology will inherently add latency penalties as it is necessary to process generated frames, so it is recommended to pair this feature with Anti-Lag (Anti-Lag+ for RX 7000) for “optimal experience”. (A minimum of 55FPS and 70FPS is recommended for 1080p and 1440p+ displays, respectively.)
Additionally, other restrictions include mandatory fullscreen mode, with both HDR and V-Sync disabled (FreeSync is not affected). The company has also noted that support third-party monitoring tools is currently unavailable as the feature is undergoing testing and feedback phase.
Pokdepinion: Would be interesting to see the AI-less implementation of frame generation. It’s unlikely to be on par with NVIDIA’s AI-based solution, but would it be close enough?