We’re still looking at all the main points surrounding AMD’s new generation FSR 3 scaling and its new Fluid Motion Frames feature. But one of the most attractive elements is a standalone edition of the Fluid Motion Frames game designed to be compatible with all DX11 and DX12 Games.
The challenge of this specific edition of Fluid Motion Frames being limited to AMD’s newest RDNA 3 GPUs, such as the new Radeon RX 7700 XT and 7800 XT, is a shame. Because a generation equivalent to Nvidia Frame Generation but running on older GPUs would be great.
However, AMD graphics manager Scott Herkelman says this feature may be available not only on RDNA 2 GPUs, also known as Radeon RX 6000 graphics cards, but perhaps even on older cards.
Speaking to Club386, Herkelman said RDNA 2 will depend on how the industry receives the Fluid Motion Frames generation overall.
“If AMD Fluid Motion Frames are earned well and gamers think it’s worth it, we’ll take the next step and see if we can enable it in RDNA 2. If that goes well, then maybe it’s the older generations too. “
Herkelman also said he would prefer to see all other scaling technologies from AMD, Nvidia and Intel consolidated around non-unusual standards.
“If I had to be frank with you, it’s a bit concerning that we’re still at this fork stage. For example, with FSR, DLSS, and XeSS, a game developer wants to think about 3 other popular ones. That’s a lot of additional popular, a complexity that game developers shouldn’t have to deal with, so we tried to say: hey, listen, there’s a way to do this for everyone by combined execution and consolidation of efforts. I hope we do. ” To arrive at a popular and one-size-fits-all approach, where developers can create the most productive games and we can build the most productive hardware. “
It’s unclear exactly how this would work, especially since Nvidia’s Frame Generation requires specialized optical accelerator hardware. However, AMD has a history of creating secure technologies that were once proprietary criteria in the industry. The obvious example is adaptive sync, which started as a proprietary generation of Nvidia in G-Sync that required Nvidia Express hardware on a PC and monitor.
With FreeSync, AMD has made the generation much more open, as Nvidia brought a new level of G-Sync support that removed hardware restrictions and now almost all gaming monitors sync adaptively with AMD and Nvidia GPUs as well as Intel GPUs.
It will be attractive to see if Nvidia responds in the same way by opening up its Frame Generation technology. One apparent step would be to make a higher frame generation for the RTX 30-series GPUs, which also feature optical flow accelerators that Nvidia says are critical to the sleek operation of frame generation.
To learn more about AMD’s next-generation FSR 3 scaling and its Fluid Motion Frames imaging features, check out our detailed advisor here. As we noted, the game-specific premium edition of Fluid Motion Frames harkens back to the RX. 5700. In many ways, it is similar to the DX11 and DX12 universal editions, which use only optical flow research and lack the motion vectors of the game-specific edition that deserves to be less difficult to run on older hardware.
Jeremy has been writing about generation and PC since the 90nm Netburst era (Google!) and appreciates nothing more than a serious thesis on the complexities of input switching and monitor overload, followed by a forensic review of complex lithography. Or he just likes machines that “ping! It also has a comfortable place to play tennis and cars.
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