Immortals of Aveum tested on console-equivalent PC hardware with intriguing results.

The same thing applies when considering a 60fps upgrade from 30fps, of course.

Let’s begin with the most obvious program - 120 frames per second gaming.

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Anything from 70fps to 100fps, settling on an average 90fps across my capture.

There’s a potential tool here then and perhaps a more bespoke implementation could improve those performance numbers.

It takes recurring issues across multiple generated frames to register image quality problems.

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So, are we looking at a 60fps console nirvana thanks to FSR 3?

There are two problems.

Firstly, frame generation does incur a latency penalty.

Without frame-gen, we got an alarmingly high (for a 60fps game) 95.2ms.

Engaging FSR 3 bumped that up to 122.7ms - a 27.5ms increase to overall lag.

That’s with Radeon AntiLag enabled.

These are for PS4 era games, but I’d expect similar numbers to persist into the current generation.

The second challenge is - once again - the fact that FSR 3 has a computational cost.

However, there are obvious applications where the technology could be useful.

Whichever way you slice it, what we have here is another tool available to developers.