昨天,AMDFSR3在PC平台上首次亮相,应用在SE的《魔咒之地》和EA的《不朽者传奇》中。 This frame-generating technology provides an excellent performance boost in both games, even beating DLSS3's average frame rate in a direct comparison in the latter game, though it's more prone to stuttering than NVIDIA's AI-based technology.
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However, it's not just the PC platform that benefits from FSR3. AMD announced at Gamescom that this technology will support game consoles, but the question is whether the benefits of this technology for console games are enough for developers to decide to adopt it. AMD officially makes specific usage recommendations for this technology: the frame rate in pre-interpolation and post-amplification should reach at least 60FPS, while AMDFSR3 increases this to 120FPS.
Some console games are known to be limited to 30FPS, although a growing number of games allow users to select higher frame rates in so-called "performance modes."
现在,《不朽者传奇》的开发者AscendantStudios已正式确认,他们正在努力将AMDFSR3也应用到主机上。
For those games that already hit the 60FPS target in performance mode, FSR3 can deliver up to 120FPS, a performance boost that anyone can enjoy with an HDMI 2.1 monitor.另一方面,对于像《哥谭骑士》、《红霞岛》和《星空》这样被限制在30FPS的游戏,它可能无法发挥其魔力。
技术上,AMDFSR3在PS5上的部署可能会面临另外的障碍。FSR3使用基于DX12的替代交换链,异步处理光流和帧生成工作负载。虚幻引擎5插件确实为非Windows平台提供了另一种选择,但它不支持异步工作,因此性能会较差。
使用虚幻引擎5插件时,有更多的选项可以为非Windows平台提供支持,并控制帧节奏。AMDFSR3UE5插件包含两种后端类型:RHI和原生DirectX12。
The RHI backend is platform independent and should work in most cases. However, it does not support asynchronous execution of AMDFSR3 compute workloads, so these jobs are serialized, with associated performance costs. Additionally, frame pacing is handled by Unreal Engine's underlying rendering framework. The ideal situation for AMDFSR3 using the RHI backend is to enable v-sync on a high refresh rate 120+Hz monitor.
The native DX12 backend fully supports asynchronous workloads and full frame cadence, so may have higher performance in some cases.
听起来Xbox可能在AMDFSR3的实施方面有优势,至少目前是这样。无论如何,看到有工作室率先确认将该技术引入主机是一个令人兴奋的展开。我们将继续了解是否还有更多的工作室将采取同样的选择。