![]() ![]() Don’t get me wrong this is all still a HUGE win for AMD, all GPUs (RTX, RDNA, Intel Alchemist, and newer / some older ones), and consoles but I don’t want people being misinformed as if this is magically going to take games from 30fps to 120fps. On the other side, if a game uses a higher quality setting of FSR3 to keep the upscaled Resolution closer to the Native resolution, but the game is only around 30fps - 40fps mark, then it’s going to introduce noticeable lag and latency through the gameplay experience, which was my other point. So it’s not a crystal clear comparison, because you can’t see the problems that FSR 3 will introduce in screenshots, it only happens during gameplay in motion, and it will make fine detail in the game world look like it’s constantly glitching which is going to be very noticeable, because games have a lot of fine details now, but to your point and others (including myself) I’d rather have higher framerates and lower image quality, than crystal clear image quality and being stuck at 30fps (you can check Digital Foundry’s recent video Immortal of Aveum for an example of what happens with low scaling FSR). 1080p native image that’s being upscaled across both axis introducing some blurring and adding artifacts in motion like Shimmer. However, FSR 3 Performance mode, means the image on the right is actually only 1080p Native upscaled using FSR 3 (specifically FSR 2), with frame-generation to boost frame rates up to that 122fps. So that image is comparing Forspoken at Native 4K with Raytracing with no FSR running at 36fps (on the left), vs FSR 3 at 122fps on the right. AMD has now stated FSR 3 is a combination of frame generation, anti-late tech, FSR 2.0, and fluid motion. I’m just explaining how it actually works, since I assume 99% of console only gamers are unaware of. ![]() So why wouldn’t they? It’s a win for all parties, except developers who don’t take advantage of the features, but they’re more focused on the Series S being a problem not the PS5 and Series X 43d ago (Edited 43d ago I know where you got the numbers from in the article based on the image of Forspoken. A pro console will help gets the resolutions back up to native 1440p to upscaled back to 4K with significantly less blur, ease the load of FSR 3, by ensuring games are generating fps from higher fps instead of 30 or 40 locks, while introducing significant improvements to Raytracing (all of which are beneficial to standard games, but especially to PSVR2), while extending the life of the PS5 and bringing in more revenue and users for the company as current owner upgrade their base models for the Pro and sell them which means more revenue for Sony. Forspoken, A Plague Tale, The Matrix Demo, Remnant and Starfield all examples of sub 1440p titles. FSR 2.0 does not upscaled well at resolutions below 1440p as it adds a layer of blur. Unreal Engine 5 will soon be the main development Engine and once that happens as well as developers actually releasing truly demanding current-gen games, resolutions will continue to drop to 1440p or lower as they already have begun to do. Man & DarXyde Because we’re still playing PS4 Pro and Xbox One X quality games just at higher settings, resolution, and fps. Games that are 30fps will have to have a much lower resolution mode unless CPU bottlenecked to make FSR 3 worthwhile. ![]() FSR 3 frame generation is ideally going to be used to get unlocked (70+ fps) and uncapped (~50~ fps) games to feel like 120fps and 60fps games while drastically reducing screen tearing, frame pacing, and other issues that come with unlocked fps and refresh rates. Firstly it needs higher native fps to work with or it will introduce notable latency which can make the delay / lag of gameplay unbearable in some of not most genres. ![]() ABizzel1 44d That’s not how frame generation works. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |