Frame-rates, image quality and latency tested on all consoles.

Frame generation technology has arrived on consoles, amplifying frame-rates and potentially transforming experiences.

Before we go on, let’s circle back and cover the basics.

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In a very best case scenario, you could effectively double frame-rate but more typically the gain is lower.

Frame generation isn’t ‘free’ - there’s a computational cost.

The GPU needs to process the interpolated frame and that takes time.

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Across the board, it’s a 72.3 percent boost.

More interesting is a more holistic look at gameplay.

That’s pleasantly transformative and the game allows you to toggle frame-gen on and off mid-gameplay with no restarts.

Remarkably, Immortals of Aveum runs faster on Series S than Series X, albeit with massive graphics downgrades.

This allows you to see and feel the difference as you hey.

Unsurprisingly, PS5 is much the same as Xbox Series X.

However, frame-gen uplift is slightly lower than Xbox - 67 percent plays 72 percent on the Microsoft machine.

Frame generation offers big gains in Immortals of Aveum, courtesy of FSR 3.

Xbox Series S is genuinely fascinating.

The junior XBox has a whole series of savage cutbacks compared to the other consoles.

However, bizarrely, it runs a lot, lot faster than the other versions of the game.

FSR 3 frame generation also delivers smooth frame-times, essential for VRR displays.

The 70-90fps experience seen on the premium consoles translates into gameplay that’s usually above 100fps.

Frame generation sounds like a win all-round then, but there are negatives and that starts with input lag.

LDAT consists of a mouse attached to a sensor you strap onto the screen.

The muzzle flash from a first-person shooter’s view weapon is the perfect place to locate the sensor.

The faster the movement, the less accurate interpolation gets and the less satisfactory the image.

Objects running laterally across the screen directly in front of the game camera are certainly challenging.

Even more challenging are the crazy magic effects in this particular game.

This is why having a higher base frame-rate is a good thing.

Less convincing are the game’s troublesome HUD elements.

Also, transparent HUD elements are problematic as the 3D visuals beneath them are also running at half-rate.

This means we have data that verifies our perceptions of the VRR experience.

It’s not quite perfect, however.

Curiously, PlayStation 5 does not have this issue.

In summary though, frame generation’s console debut works.

This is clearly a valuable new tool for developers.

30fps to 60fps frame-gen though?

Enduring Games did all the work for UE and for the game.