In addition to announcing the new Radeon RX 7800 XT and RX 7700 XT video cards this morning, AMD will be using the Gamescom launch event to deliver updates on the state of the Radeon software stack. The company has been working on several performance-enhancing projects since the launch of the Radeon RX 7000 series in late 2022, including the much-anticipated FSR 3, and is finally providing a quick update on these projects ahead of the September launch. I decided to .
FSR 3 Update: First Two Games Available in September
First and foremost, AMD has provided a teaser update on Fidelity FX Super Resolution 3 (FSR 3), a frame interpolation (frame generation) technology that is the company’s answer to NVIDIA’s DLSS 3 frame generation capabilities. It was first announced at the launch of the Radeon RX 7900 series in 2022, but at the time AMD provided only the most extensive details about the technology, with the implicit implication being that it had just begun development. was implied.
At a high level, FSR 3 is (rather would be) AMD’s open source employs frame interpolation similar to game effects in FSR 2 and the rest of the Fidelity FX suite. With FSR 3, AMD is putting together a portable frame interpolation technology dubbed “AMD Fluid Motion Frames”. Unlike DLSS, it is not vendor proprietary and works with a wide variety of cards from multiple vendors. Additionally, the FSR3 source code will be freely available as part of AMD’s GPUOpen community.
Since the initial announcement, AMD has made no further substantive statements about the development status of FSR 3. But he finally has the first shipping version of the FSR 3 on the horizon and AMD is set to introduce it in his first two games next month.
Ahead of its launch, they’ve provided a sliver of what’s to come, along with some benchmark numbers of the technology in action. forgotten. Using a combination of Fluid Motion Frames, Anti-Lag+ and temporal image upscaling AMD was able to improve his 4K performance. forgotten From 36fps to 122fps.
It’s worth noting that AMD uses “Performance” mode here. For temporary upscaling, this means rendering at a quarter of the game’s desired resolution. In this case he renders at 1080p for 4K/2160p output. So quite a bit of the heavy lifting is done by temporary upscaling, but not all.
AMD also reveals a set of numbers with no temporal upscaling using a new native anti-aliasing mode. This mode renders at the desired output resolution, uses temporal techniques for AA, and combines it with Fluid Motion Frames. Performance at 1440p then goes from 64fps to 106fps.
These are the only two sets of data points AMD has provided at this time. Otherwise, the screenshots included in the press deck are not of sufficient quality to make meaningful image quality comparisons. Also, AMD has not released a video of the technology in action. So compelling visual evidence that FSR 3 is in action is lacking, at least ahead of today’s big reveal. But still it’s a start.
As for the technical underpinnings, AMD has answered some questions related to FSR3/Fluid Motion Frames, but the company has not elaborated on the technology at this time. As such, there are many open questions about its implementation.
In terms of compatibility, AMD says the FSR3 will run on RDNA (1) architecture GPUs and later, or hardware equivalents. RDNA (1) is the DirectX Feature Level 12_1 architecture. This means that hardware equivalents span a fairly wide range of hardware, possibly going all the way back to NVIDIA’s Maxwell 2 (GTX 900) architecture. That being said, compatibility has something more to it than DirectX feature level, he suspects, but AMD doesn’t say much more about system requirements. At least they say it will work on RDNA(1) architecture GPUs, but he recommends the RDNA 2/RDNA 3 products for best performance.
AMD has made it clear that not only is it targeting a wide range of PC video cards, but gaming consoles as well. So, in the future, the game developer will be able to integrate his FSR3 and interpolate frames on PlayStation 5 and Xbox Series X|S consoles. Both are based on AMD RDNA 2 architecture GPUs.
To underpin FSR 3’s behavior, AMD revealed at its briefing that it would require motion vectors similar to FSR 2’s temporal upscaling, as well as competing NVIDIA’s DLSS 3 interpolation. The use of motion vectors is a big part of why FSR 3 requires per-game integration, and a big part of delivering high-quality interpolated frames. “Optical Flow” wasn’t mentioned during our call, but frankly, it’s hard to imagine AMD not making use of the Optical Flow field as part of its implementation.In that case they may be dependent on D3D12 motion estimation It can be used as a generic baseline implementation as it does not require access to each vendor’s own integrated optical flow engine.
What you don’t need, however, is AI/machine learning hardware. AMD is targeting consoles, so you can’t rely on that for all intents and purposes.
AMD also states that FSR 3 will include further latency reduction technology (needed to hide interpolation delays). It’s unclear if this is his equivalent of NVIDIA’s Reflex marker system, or something else entirely.
The first two games that support FSR 3 will be the ones mentioned above. forgottenas well as the recently launched Immortals of Aveum. AMD expects FSR 3 to patch both games during his September (probably towards the end of the month).
Looking further ahead, AMD has several other developers and games lining up to support the technology, including the RPG-turned-tech showcase Cyperpunk 2077. forgotten and Immortals of Aveum These are basically going to be prototypes to test the FSR 3, but AMD hasn’t revealed when the technology will be supported in other games. While there are plans to make this available as an Unreal Engine plugin soon, the company certainly has its sights set on making the technology deployable at scale over time.
For now, this is just a quick teaser of the details. We expect AMD to say and disclose much more about his FSR 3 once it’s patched. forgotten and Immortals of Aveum ready to be released.
Hypr-RX: Available September 6thth
The second is the Hypr-RX. AMD’s Smorgasbord feature combines the company’s Radeon Super Resolution (spatial upscaling), Radeon Anti-Lag+ (frame queue management), and Radeon Boost (dynamic resolution scaling). All three technologies are already available in AMD’s drivers today, but they cannot all be used together at this time. Both Super-Resolution and Boost affect the game’s rendering resolution, and Anti-Lag is one step ahead of Boost’s dynamic resolution adjustment.
Hypr-RX, on the other hand, is designed to integrate all three technologies and make them compatible with each other, allowing a set of features to be integrated with a single toggle. In other words, with Hypr-RX turned on, AMD’s drivers will use all the tricks available to improve the performance of your games.
The Hypr-RX was supposed to go on sale by the end of the first half of this year, but that date has passed. However, after a few months delay, AMD has finally completed the feature roundup just in time for the launch of the Radeon RX 7800 XT.
To that end, AMD plans to ship Hypr-RX in its next Radeon driver update scheduled for September 6th.th. This will be the published boot driver set for his RX 7800 XT, supporting the new card and AMD’s latest software features all at once. In that regard, it should be mentioned that Hypr-RX requires an RDNA 3 GPU. This means it’s only available on the Radeon RX 7000 video card and the Ryzen Mobile 7040HS CPU family.
For a quick performance look, AMD released some benchmark numbers showing both latency and frame rate for some games on the RX 7800 XT. Latency decreased and framerate increased in all cases, but this varies from game to game. These individual technologies are already available today, so there isn’t much new to say about them, but given the overlap in their capabilities and the resulting technical hurdles, it’s likely that AMD will end up with them. It’s good to see that they work well together.
But with FSR 3 and its frame interpolation feature coming soon, AMD won’t stop at developing Hypr-RX. The next item on AMD’s to-do list is to add Fluid Motion Frame support to Hyper-RX, allowing AMD’s drivers to use frame interpolation (frame generation) to further improve performance in games. .
This is a bigger and more interesting challenge than it seems at first glance, as AMD has essentially (trying to) bring frame interpolation to all games at the driver level. FSR 3 relies on motion vector data, so the technology must be built into each game. Its motion vector data is not available in driver level overrides. As such, his Radeon super-resolution capability in Hypr-RX is just a spatial upscaling technology.
In other words, AMD seems to think that frame interpolation can be done without motion vectors and still achieve good image quality. This is a rather ambitious goal, and it will be interesting to see what happens in the future.
In summary, AMD’s current Hypr-RX implementation will be available on September 6th.th As part of a new driver package. Meanwhile, his Hypr-RX with frame interpolation is currently in development and will be released at a later date.