Proof of concept for a promising new technology.
And here it is!
The plus points are obvious though.
However, there are minus points.
Interpolated frames - particularly those sandwiched between two very different frames - will lack the fidelity of standard frames.
So, the big question is simple, then: how does Immortals of Aveum stack up?
We’re working on a full breakdown covering all the current-gen consoles (Series S has it!)
However, there are some interesting options.
First of all, a new toggle has been added that allows users to enable or disable v-sync.
This wasn’t an option before - it was locked on.
There’s also the option to enable or disable AMD FSR 3 frame generation.
And yes, VRR is natively supported out of the box.
FSR 3 frame generation works well in producing interpolated frames and produces a noticeably smoother image.
It’s easy to tell the difference toggling it on and off.
That’s fine for VRR, but will present fluidity issues without.
I did note that the Xbox frame-gen implementation is not perfect.
That said, just generally, Immortals of Aveum has noticeable Unreal Engine traversal stutter.
There are HUD issues, too.
2D elements on the screen are rendered at the original frame-rate and are not interpolated.
However, the proof of concept is solid.
Immortals of Aveum demonstrates that FSR 3 frame generation has value.
If the frame-rate’s high enough, it’s hard to detect those visual discrepancies.
Now, to answer the most obvious question.
Will we see 30fps games ‘frame-genned’ into 60fps games?