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UPDATE: We re-tested latency in a much heavier area of the game using Nvidia's hardware-based LDAT, which measures the time taken between mouse button press and resulting animation on-screen. The results don't change the latency differential between frame-gen on and off as seen in this video, but a heavier scene with a lower frame-rate increases lag generally. The results are here: https://www.eurogamer.net/digitalfoun... It's here! AMD has debuted its frame generation technology - FSR 3 - in two titles, Immortals of Aveum and Forspoken. Based on what we're looking at here, AMD has done a great job in producing decent image quality with the generated frames themselves. However, the use of FSR 3 is limited in a number of ways: v-sync off and VRR do not function correctly, while v-sync under heavy GPU load produces off-putting frame-pacing problems. There's promise here, but this is not the finished article. Subscribe for more Digital Foundry: http://bit.ly/DFSubscribe Join the DF Patreon to support the team more directly and to get access to everything we do via pristine quality downloads: https://bit.ly/3jEGjvx Want some DF-branded tee-shirts, mugs, hoodies or pullovers? Check out our store: https://bit.ly/2BqRTt0 For commercial enquiries, please contact [email protected] 00:00 Introduction 00:37 Frame Generation: How It Works 01:23 Frame Generation Is Not 'Extra Performance' 02:29 Capturing FSR 3 at 4K 120fps 03:22 Features & Compatibility: FSR 3 vs DLSS 3 04:49 FSR 3 FPS Testing: V-Sync & Frame-Pacing Problems 07:47 FSR 3 FPS Testing: V-Sync Off & VRR Don't Work Properly 11:33 Frame-Rate Testing Summary: FSR 3 Needs Work 12:28 Gameplay Testing: RX 7900 XTX, V-Sync On 13:32 FSR 3 vs DLSS 3 at 4K 120fps 16:10 Frame Generation Latency/AntiLag/AntiLag+ 18:00 And Now, The Conclusion