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Forspoken Gets Version Update Patch 1.22 Adding Support for AMD FidelityFX Super Resolution 3 and More

The mental gymnastics seems sharp. Fake frames, blurred scaling and the like are a layer above what already exists, it's not something imperceptible like the rendering shortcuts you mentioned.

This is very, very far from being an optimization.
What already exists is a series of numbers that get sent to the GPU. It's up to the GPU to translate those to colors on the screen. Plus, an interpolated frame doesn't exist on top of anything. It's made up from its two neighbors instead of rendering everything from scratch. That's an optimization (if you can get it to resemble the frame that you would get if you rendered it through the usual pipeline).
 
Crysis all over again?
 
I like it as a bonus but I'm also worried developers will use it as a crutch.... In CP2077 with path tracing I am ok with it at least the game is trying to do something other games are not. In a game like starfield that basically requires upscaling and frame generation on all but the best hardware not so much.
Developers will abuse any tool you give them, if it suits them. It's unfortunate, but it's not reason enough to stop giving them new tools. I still remember when developers got Pixel Shader 2.0. They didn't know how to use it properly, many characters in the games released using PS 2.0 initially look all like shiny plastic. Over time, developers got the hang of it...
 
Developers will abuse any tool you give them, if it suits them. It's unfortunate, but it's not reason enough to stop giving them new tools. I still remember when developers got Pixel Shader 2.0. They didn't know how to use it properly, many characters in the games released using PS 2.0 initially look all like shiny plastic. Over time, developers got the hang of it...

For sure an even with UE5 I understand it's purpose is to make it easier for developers not better for us as consumers.
 
For sure an even with UE5 I understand it's purpose is to make it easier for developers not better for us as consumers.
There's balance there: the easier you make it for developers to not care about the nitty-gritty details, the more they can focus on the big picture to deliver a better product. Of course, there will be those that will just take the "easier" part and use that to make shovelware. Again, unavoidable. But you can just stay away from those titles.
 
What already exists is a series of numbers that get sent to the GPU. It's up to the GPU to translate those to colors on the screen. Plus, an interpolated frame doesn't exist on top of anything. It's made up from its two neighbors instead of rendering everything from scratch. That's an optimization (if you can get it to resemble the frame that you would get if you rendered it through the usual pipeline).

Oh my God! Really ? This is just more mental gymnastics to cover up what really happens. Instead of saying that they are just fake and buggy frames created from the real ones and inserted in the transition between them, you do something like this:

Clear explanation of the action: "I dropped an orange on the ground."

You:

When you drop an orange on the ground, a series of physical phenomena and gravitational interactions occur. So... Let's describe this in technical terms:

  1. Gravitational Force: The Earth exerts a gravitational force on the orange due to its mass. This force is described by Newton's Universal Law of Gravitation and is directed toward the center of the Earth. The magnitude of this force depends on the mass of the Earth, the mass of the orange, and the distance between them.
  2. Orange's Weight: The gravitational force acting on the orange is the weight of the orange. Weight is calculated by multiplying the mass of the orange by the acceleration due to gravity at the Earth's surface (approximately 9.81 meters per second squared).
  3. Velocity: As the orange falls, its velocity increases due to the constant acceleration caused by gravity. The orange's velocity is determined by the equation for uniformly accelerated motion:

    v = u + at

    Where:
    • v is the final velocity of the orange.
    • u is the initial velocity (zero, as the orange was at rest).
    • a is the acceleration due to gravity.
    • t is the time the orange falls.
 
Oh my God! Really ?
Yes, really. There's those that take things at face values and there's those who like to understand things in depth. Hint: I'm an engineer.
 
Yes, really. There's those that take things at face values and there's those who like to understand things in depth. Hint: I'm an engineer.
I like FG but they are fake frames, not because of the "AI approximation" which is fine, great I might even add, most people complaining haven't tried it. But they are fake cause there are no engine calculations on the generated frames. The game doesn't process any engine information during that frame.

With that said, FG is nice, but it's nice for what it is. Motion smoothness. They turn a 50 fps game into a smooth experience.
 
For best experience, even with getting 30 FPS in native, turning FSR 3.0 quality + FG + RTSS(limiting to 70FPS) + Nvidia Low Latency Mode to Ultra (turn ultra in Nvidia display settings) + G-SYNC. It feels way smoother than 30 FPS and not dip to even 60ish frames. Also, I tried with FSR 3.0 Native AA + FG + RTSS(limiting to 70FPS) + Nvidia Low Latency Mode Ultra + GSYNC giving 60-70 FPS with 3060 12GB, sometimes dips to only 50ish FPS and also you can use V-Sync in game. I don't feel input lag with low latency mode.
 
I like FG but they are fake frames, not because of the "AI approximation" which is fine, great I might even add, most people complaining haven't tried it. But they are fake cause there are no engine calculations on the generated frames. The game doesn't process any engine information during that frame.

With that said, FG is nice, but it's nice for what it is. Motion smoothness. They turn a 50 fps game into a smooth experience.
That is an argument that makes sense. They are not frames generated via the traditional pipeline. But if they blend in just fine, does it really matter where they come from?
 
Don't forget anything Nvidia comes up with is bad for the consumer unless AMD copies it of course.....Imagine if RDNA3 destroyed Nvidia in Pathtracing in cyberpunk all of of sudden RT would be the greatest thing since slice bread.

Can't believe this game is still 70 usd on steam....
Irony has it that this is a full 100% truth you state here. You know why?

Hardware agnostic technologies push market adoption and lead to competition within each feature, making it better and then making it commonplace.

As long as Nvidia pushes proprietary and AMD follows up with better and wider support, features make it and are here to stay. We have a few decades worth of proof of this now. We are ALL enjoying Freesync. ALL games use temporal upscaling. Everyone got their hands on FXAA (Nvidia doing the 'thing' here instead).

So yeah. Its not really about AMD doing it, its about the market getting behind universally supported featuresets. Thats the only conceivable way things become economically viable and commerce gets forced to implement.

Yes, really. There's those that take things at face values and there's those who like to understand things in depth. Hint: I'm an engineer.
Great, but its still interpolation. @fevgatos hit the nail on the head. That's also the reason for increased - or stagnant - latency. Whether low latency / reflex modes can counteract that is beside the point - they can also get lower latency from non interpolated frame generation. You're just not getting new information, you're just applying a very detailed frame of motion blur. You can go in depth on that, but its still that same orange falling to the floor.

That is an argument that makes sense. They are not frames generated via the traditional pipeline. But if they blend in just fine, does it really matter where they come from?
Yes, because they do not improve latency and a game isn't just a visual experience, but also one of hand/eye coordination. Our brain loves it when the visual experience and responsiveness of it match. That's how things feel more real.
 
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Never been a fan of FG. Smooth? Maybe it would seem so sure but it feels delayed or like slow motion at times if you ask me. It felt somewhat weird and unreal.
Maybe I will give it a go again but only if it drops to games I'm playing. No rush here to be fair.
 
Never been a fan of FG. Smooth? Maybe it would seem so sure but it feels delayed or like slow motion at times if you ask me. It felt somewhat weird and unreal.
Maybe I will give it a go again but only if it drops to games I'm playing. No rush here to be fair.
Latency wise it's fine, people overreact about it. For context, FG + Reflex has better latency than native without reflex (which is 99% of games out there). Maybe whats causing the illusion of unresponsiveness is that the visual smoothness is much higher than the control smoothness? Don't know, but numbers don't lie. Playing on AMD or nvidia without reflex is definitely worse than FG + Reflex.
 
As with dlss3, for strong cards that already have high fps- it's pointles.
For weak cards with a starting low fps it's also quite pointless cus' of the increased input leg.
For those on the middle, you can fine tune the settings and get a better experience without the dlss3\fsr3 side effect.

But- at least it's free for all!

All in all, it's a nice gimmick to play with and exist mainly to enables another gimmick- the "RT on".
Imo, fsr3\dlss3 usefulness is limited, atm, and shouldn't serve as a 'buy this not that' reference point.

Also, we can clearly see AMD keep taling NV in just about all fronts so for whoever still dreaming on a market shakeup- please wake up.
 
Latency wise it's fine, people overreact about it. For context, FG + Reflex has better latency than native without reflex (which is 99% of games out there). Maybe whats causing the illusion of unresponsiveness is that the visual smoothness is much higher than the control smoothness? Don't know, but numbers don't lie. Playing on AMD or nvidia without reflex is definitely worse than FG + Reflex.
It needs to match, or at least get very close to a match. The more experience we acquire in gaming at different framerates the more sensitive we become to these differences, too. That is, speaking from experience and also from what I've seen with others and throughout the years.

A great example was the NES Mini that had more latency than the vanilla NES, making some specific games unplayable because you just couldn't time things right.
 
It needs to match, or at least get very close to a match. The more experience we acquire in gaming at different framerates the more sensitive we become to these differences, too. That is, speaking from experience and also from what I've seen with others and throughout the years.

A great example was the NES Mini that had more latency than the vanilla NES, making some specific games unplayable because you just couldn't time things right.

Pretty much why I can only use it with a controller. Cant stand it with a M/K unless the base framerate is over 100fps.

The truth is everyone has different tolerances to latency though.
 
Pretty much why I can only use it with a controller. Cant stand it with a M/K unless the base framerate is over 100fps.

The truth is everyone has different tolerances to latency though.
Oh yeah its entirely what you're used to or willing to accept/get used to.

I played Guild Wars 2 on a throttling laptop, 20 FPS was the name of the game, sometimes less, and around 30-35 in dungeons.... did Fractal (endgame) content np :) Wasn't the most comfy thing, but you can make it work, like almost anything with enough muscle memory training. And honestly sub 30 FPS wasn't unusual in the MMO's of those days and prior. Tera open-world events...10 FPS :P WoW could do sub 30 too... Basically anything with a shitload of players on screen went slideshow and latency hell.
 
Oh yeah its entirely what you're used to or willing to accept/get used to.

I played Guild Wars 2 on a throttling laptop, 20 FPS was the name of the game, sometimes less, and around 30-35 in dungeons.... did Fractal (endgame) content np :) Wasn't the most comfy thing, but you can make it work, like almost anything with enough muscle memory training. And honestly sub 30 FPS wasn't unusual in the MMO's of those days and prior. Tera open-world events...10 FPS :p WoW could do sub 30 too... Basically anything with a shitload of players on screen went slideshow and latency hell.

It's probably why in the 90s and early 2000s I much preferred console not realizing a lot of pc games ran like crap I think the first decent gaming pc I owned was in 2003/04.

Really had no concept of fps or latency back then.
 
Yes, because they do not improve latency and a game isn't just a visual experience, but also one of hand/eye coordination. Our brain loves it when the visual experience and responsiveness of it match. That's how things feel more real.
How much latency are we talking about? How many games out there are that latency sensitive?
 
How much latency are we talking about? How many games out there are that latency sensitive?
Hard , good old Vsync was also just a few Ms, but we still prefer other methods... Up to a point. I think that's remarkably similar to how FG works. At some point the FPS is high enough that diminishing returns no longer cause a meaningful gap. But at lower FPS, the gap is too large.
 
Hard , good old Vsync was also just a few Ms, but we still prefer other methods...
I don't/didn't really, hence my questions.
The two big caveats being, one, that I don't (have time to) play anymore, so I don't know how latest titles behave and two, even when I played, I almost never played competitively. So for me it was always Vsync on, I never had a reason to make the GPU render more frames than the monitor could display.
 
I don't/didn't really, hence my questions.
The two big caveats being, one, that I don't (have time to) play anymore, so I don't know how latest titles behave and two, even when I played, I almost never played competitively. So for me it was always Vsync on, I never had a reason to make the GPU render more frames than the monitor could display.
Try Path of Exile Vsync on vs off. Its F2P so anyone can do it. Its like you're playing a different game altogether, or at least, that's how it used to be, the netcode update they had a few years back might have improved things. But Vsync ON would cause, for example, dragged items from one inventory to the other to end up in other slots than you intended them, simply because of the delay between visual and input.

Similarly, the latency difference on the same console (PS3) running Wipeout Pure at 60 FPS versus playing a 30 FPS third person action like Heavenly Sword... its immense. It literally feels like playing on different systems altogether.

Its really not just about competitive play. Latency is huge for everything, it just happens to show itself only when you've seen how very low latency works so you have a proper frame of reference. Its the same thing as going high refresh rate after a lifetime of 60hz. Going back is going to make itself known.

In the end, our mind makes us get used to anything, we 'want' the experience to feel right, so we tend to make it happen, it just takes enough repetition to fill in the blanks. With a minimal gap between latency and visual representation, you need less repetition to figure that out. Similarly, if its 'always the same feel' like playing locked 60hz/60fps everywhere, that's exactly what it is and you'll also grow used to it, its your reality and that's it.
 
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@Vayra86 As it happens, PoE was the last game I played before I called it quits (played it from beta till they added the Elder). Always vsync on, never had an item end up in the wrong slot. But as I said above, I played solo.
As you point out, since I always played with vsync on, I may have become oblivious to everything else.
 
does anyone knows when this game will recieve updates in microsoft store? 1.21, 1.22 and 1.23? in microsoft store (pc) stills on 1.20.49 version, so no fsr, i just bought it last week on microsoft store and thats the version and there is no update for it, i asked for the refund and they didn't care at all.
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