Might as well make a thread dedicated to news from DF Weekly
So for this week they talked about whether FSR3 was useful for consoles and results are interesting. Basically it will increase input latency (bad) but for those games already at 60 fps, potential is there to increase performance further for 120hz+VRR displays.
www.eurogamer.net
In conclusion, I'm still of the opinion that FSR 3 is not a cure-all for consoles that would make all 30fps games run at 60fps, or 60fps titles run at 120fps. However, there are obvious applications where the technology could be useful. First of all, for lower impact games that already run at 60fps just fine on consoles, there may well be the overhead left over to bump up performance well into high refresh rate territory - though I'd really like to see VRR working here to ensure a smooth experience. The second potential application would be in delivering more 60fps games, with the proviso that (once again) a good degree of GPU overhead would be required and that response time will be compromised.
Whichever way you slice it, what we have here is another tool available to developers. Quite how it can be meaningfully deployed remains to be seen - but as it's part of AMD's GPUOpen initiative, there's nothing stopping game makers customising it. Beyond that, if Immortals of Aveum on consoles does receive a frame generation upgrade, I can't wait to see it bearing in mind the results I saw in my own testing.
So for this week they talked about whether FSR3 was useful for consoles and results are interesting. Basically it will increase input latency (bad) but for those games already at 60 fps, potential is there to increase performance further for 120hz+VRR displays.
DF Weekly: Is AMD's FSR 3 frame generation actually useful for consoles?
Immortals of Aveum tested on console-equivalent PC hardware with intriguing results
In conclusion, I'm still of the opinion that FSR 3 is not a cure-all for consoles that would make all 30fps games run at 60fps, or 60fps titles run at 120fps. However, there are obvious applications where the technology could be useful. First of all, for lower impact games that already run at 60fps just fine on consoles, there may well be the overhead left over to bump up performance well into high refresh rate territory - though I'd really like to see VRR working here to ensure a smooth experience. The second potential application would be in delivering more 60fps games, with the proviso that (once again) a good degree of GPU overhead would be required and that response time will be compromised.
Whichever way you slice it, what we have here is another tool available to developers. Quite how it can be meaningfully deployed remains to be seen - but as it's part of AMD's GPUOpen initiative, there's nothing stopping game makers customising it. Beyond that, if Immortals of Aveum on consoles does receive a frame generation upgrade, I can't wait to see it bearing in mind the results I saw in my own testing.

