FSR 3 Provides 72% Frame Rate Boost

FSR 3 Provides 72% Frame Rate Boost

AdrianH

Administrator
A few days ago, EA's Immortals of Aveum became the first ever game on Xbox Series X, Xbox Series S and PS5 to support AMD FSR 3, introducing special upscaling and frame generation technology to boost performance on consoles.

With the update now live, the experts at Digital Foundry have been analysing FSR 3's frame generation on Xbox Series X, and the outcome is largely positive! As shown in the video above (which is timestamped), Immortals of Aveum "rose from a 46.68fps average to 80.43fps" with FSR 3 turned on, which represents a 72.3% boost overall.

"Similar to Nvidia DLSS 3 frame-gen, AMD's take works on buffering up an extra frame, on top of the one last rendered, then inserts an interpolated frame between them."

"Immortals of Aveum demonstrates that FSR 3 frame generation has value. In challenging like-for-like content, I noted that Xbox Series X frame-rate rose from a 46.68fps average to 80.43fps - a 72.3 percent boost. More generally, frame generation turns a game running inconsistently at between 40fps to 60fps into an HFR experience, and with VRR active, it is compelling."

However, there are a few caveats here such as the lesser fidelity of interpolated frames, certain quirks with how the HUD is displayed, and some occasional freezing issues during cutscenes. Immortals of Aveum is also using this technology to target Xbox players with 120Hz and VRR-supported displays, so it won't suit everyone.

Overall though, it's definitely good news - here's how Digital Foundry summed it up in their analysis:

"While the interpolated frames are not perfect - sometimes dramatically so - they 'strobe' between two standard rendered frames. If the frame-rate's high enough, it's hard to detect those visual discrepancies."

"Will we see 30fps games 'frame-genned' into 60fps games? I don't think that's the best application of the technology, but it might work on much slower-paced titles. Immortals of Aveum represents how it will work best - taking a game already targeting 60fps and amplifying the frame-rate into HFR territory."




 
Yup, I finished Aveum before the patch but kept it to try out specifically for this.

Pre update with forced VRR I was getting sub 60 fps and it was pretty wild with drops. Post update easily gets over 100 most of the time. There’s still some drops here and there but the play is much smoother. That’s important for this game.

The new built in VRR is probably helping out too. I enjoyed the game, get past the first few parts and you can feel pretty badass with the combat.

Bodes well for future implementations. Also gives me hope for PSSR, if that ends up better than FSR3 then the Pro boost could be big.
 
Yup, I finished Aveum before the patch but kept it to try out specifically for this.

Pre update with forced VRR I was getting sub 60 fps and it was pretty wild with drops. Post update easily gets over 100 most of the time. There’s still some drops here and there but the play is much smoother. That’s important for this game.

The new built in VRR is probably helping out too. I enjoyed the game, get past the first few parts and you can feel pretty badass with the combat.

Bodes well for future implementations. Also gives me hope for PSSR, if that ends up better than FSR3 then the Pro boost could be big.
Yep same here before patch dropped between 60 and 40 but the VRR on the OLED helped, now getting well above 60fps seen it go quite high at times +80 fps, and that is in action scenes, but only after I realized I didn't set the series X to 120hz mode, it has crashed about 4 times so far after the patch though, usually during cut scenes
 
Overall this is very positive. If devs can get their games running healthily above 30 fps this opens up some nice options.

That S footage is a bit sad though. Wouldn’t it be better to try and cap that to 60 and improve the resolution? That’s got to be better than running it at +100fps but looking so muddy.
 
Overall this is very positive. If devs can get their games running healthily above 30 fps this opens up some nice options.

That S footage is a bit sad though. Wouldn’t it be better to try and cap that to 60 and improve the resolution? That’s got to be better than running it at +100fps but looking so muddy.

I'm not sure you can cap the framerate using FSR3 - I would imagine it just generates what composite frames it can according to available compute. Do you mean like using FSR 3 in a 60Hz output mode?

Frame generation relies on open cycles through asynchronous compute, the more saturated the GPU the less use you'll get out of FSR 3. So I don't know, pushing the resolution might work at cross purposes. Like they mention in the video though, implementing the better upscaling solution in FSR 3.1 might be the ticket.

Interesting to think what these options hold for the future though, also with the PS5 Pro around the corner.
 
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