Image quality looks good, but this is far from the finished article.

Last Friday, AMD finally released FSR 3 frame generation, its answer to Nvidia’s DLSS 3.

Two titles had supported added:ForspokenandImmortals of Aveum.

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Let’s quickly review what frame generation is about.

The output, however, is visibly much smoother.

While FSR 3 is very similar indeed to DLSS 3 in principle, there are some differences.

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Firstly, FSR 3 is cross-vendor.

It’ll generate interpolated frames from any kind of base imagery you give it.

AMD’s FSR3 is not so flexible, only working with FSR2 upscaling.

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In our tests, FSR 3 does not work with VRR, while v-sync off is completely broken.

Looking at frame-pacing though, there’s a problem.

The further off you are from your display refresh rate, the more inconsistent frame delivery becomes.

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AMD says that this is a function of early code being used in Immortals of Aveum and Forspoken.

Comparing FSR 3 frame-gen to its DLSS 3 equivalent is challenging for two reasons.

Those markers are active even when Reflex isn’t used.

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AntiLag+ has a tremendous affect on Immortals of Aveum, shaving off around 28ms (!)

when frame generation is disabled.

AntiLag+ without frame-gen though?

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That’s a big improvement.

Summing up FSR 3, there’s the sense that we’ve got two significant wins here.

We don’t know, as we can’t feed both frame generators with the same images.

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Image quality is certainly comparable to DLSS 3.

The other major win is that you are getting the frame-rate uplift you’d expect.

Frame generation is great in taking a lower performing game and propelling frame-rates into high refresh rate territory.

However, you need VRR to smooth off the experience and that simply doesn’t work yet.

Frame-pacing under heavy load is clearly problematic.

DLSS 3 itself launched with problems, of course, many of which were overcome given time.

Hopefully, we’ll see AMD address the key concerns surrounding FSR 3 frame generation.

There’s promise here, but it’s some way off being the finished article.