After our preview releases in “Forspoken” and “Immortals of Aveum”, we were very happy to see how gamers received the technology. Our engineers were primarily concerned with quality, with VSync enabled, to deliver a measurable increase in smooth gameplay on high refresh rate monitors.
We are pleased to confirm that this latest version of AMD FSR 3 includes quality improvements and extends support for Variable Refresh Rate (VRR) monitors within the frame pacing logic.
AMD FreeSync™ technology and Adaptive Sync are forms of Variable Refresh Rate (VRR) technology, whereby your computer monitor allows for judder-free and tear-free visuals to be presented with minimal latency and the highest performance. It relies on the game providing the presentation surfaces to the graphics driver in a specific manner, so that the monitor does not show an image with tear lines.
FSR 3 attempts to pace frames with as small a frame-to-frame variability as possible, whilst accounting for any additional UI rendering work that needs to be undertaken by the game in callbacks. This allows for good VRR behavior, as below.
An example of where poor pacing can cause issues is below. If the delta between presents is too small, the monitor can believe we are outside the VRR range. When VSync is enabled, this will result in dropped frames. When VSync is disabled, this will result in screen tearing – even though the game FPS can show a value well within the VRR range.
One thing to note is that utility overlays provided by third parties will incur a cost which the FSR 3 frame pacing algorithm may be unable to measure and consider. Overlays should always be implemented efficiently, with minimal GPU resource cost to minimize impact. We also recommend that Hardware Accelerated GPU Scheduling be turned on if supported for best frame pacing results.
FSR 3 provides debugging options for developers to inspect frame pacing without additional third-party overlays to diagnose possible integration issues.
AMD FSR 3 can be configured to output two bars to generated frames to aid integration debugging. There is a solid green bar on the left, and on the right a bar which cycles colors each frame. These bars can be used to verify that generated frames are:
- Presented correctly to the monitor.
- Displayed on the monitor without screen tearing.
It is very easy to see tear lines on the right-hand side bars, as multiple colors or a partial bar will appear to be rendered. If tearing is occurring when it shouldn’t, the integration needs to be investigated for items such as erroneous high-priority threads which disrupt FSR 3’s own high-priority timing threads, or for UI callback rendering taking too much time, throwing off pacing.
In this mode, in addition to the tear lines, there are two squares which may appear in the top left corner of the output. A red square indicates the Optical Flow algorithm has detected a scene change event, and history will be discarded. A blue square indicates that the game has requested a reset be applied this frame – also discarding history.
When the debug view is requested by enabling the respected flag, the FrameInterpolationSwapChain will only present interpolated frames and execute an additional pass to visualize internal surfaces onto the output for debugging purposes.
The following surfaces will be presented:
- On the top row the leftmost image shows the GameMotionVectorFieldVectors.
- On the top row the middle image shows GameMotionVectorFieldDepthPriority.
- On the top row the right image shows the OpticalFlowMotionVectorField.
- The middle row consists of only the generated frame output.
- On the bottom row the left image shows the disocclusion mask.
- On the bottom row the middle image shows the interpolation source image (without User Interface)
- On the bottom row the right image shows the latest real backbuffer (only if HUDless mode is used)
This can be used to examine internal state, and developers should ensure sensible results are seen. For example, moving around should change the GameMotionVectorFieldVectors viewport. If there are items in the scene which do not have game-provided motion vectors, but move, you should expect to see some data in the OpticalFlowMotionVectorField in those areas of the scene. Additionally, the disocclusion mask can be used to ensure items like depth format and configuration is correct.
If developers have any more ideas for views which would assist the process of integrating AMD FSR 3, please let your AMD Game Engineering representative know.
Whilst we always recommend using asynchronous compute with FSR 3 to enable higher performance, it can be harder to integrate into engines in one step. To assist with this, we have also enabled the ability to run Optical Flow and Frame Interpolation workloads on the main graphics queue used for present.
Doing this requires slightly less memory, however, it means you cannot overlap the workloads and as such can be slower overall. Using the present queue allow for a quicker integration and this is the option we recommend first to validate any possible integration quality concerns. Once the FSR 3 Present Queue integration is working correctly then move to async compute mode via the relevant context creation flags.
AMD FidelityFX Super Resolution 3 technology is released in source form with the MIT license, to allow for maximum adoption. We recommend developers integrate FSR 3 into their games using the AMD FidelityFX SDK DLL build as this method will allow easier debugging should you need support from AMD, and is also more future-proof in terms of API compatibility with any future update.
FSR 3 is the result of many years of research and development to enable this technology in an open and multi-platform fashion and we’re delighted to finally be able to share it with you on GPUOpen.
The AMD FSR 3 source code is linked from our new FSR 3 page.
We also provide guidelines for how to describe AMD FSR 3 and its configuration options in the UI of your game, along with localization strings:
If you are integrating AMD FSR 3 into your game and require assistance, please reach out to your AMD Game Engineering representative.
Recently, Avatar: Frontiers of Pandora joined Immortals of Aveum and Forspoken as games where you can experience AMD FSR 3. Today we’re excited to update our list of future titles which have announced they will be integrating AMD FSR 3.
We’d love for you to join our rapidly growing list of developers – head over to our brand new FSR 3 page to find out more about our AMD FidelityFX Super Resolution 3 technology, and download it today.
We’re also releasing our Unreal Engine 5 plugin too – don’t miss our brand new FSR 3 UE plugin page with all the details on how to use it. As a bonus for Unreal Engine developers, we’ve also just updated our Unreal Engine Performance Guide with tips on FSR 3.
We can’t wait to see what you can do with AMD FSR 3!
Some combinations of high-refresh rate monitors and graphics cards may not support VRR behavior at the top range of the monitor’s refresh rate. You may therefore have to set your monitor’s max refresh rate to a value where VRR is supported.
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