AMD did exactly what I hoped it would do . Its Fluid Motion Frames feature , referred to as AFMF , in the beginning predict a fashion to add frame of reference generation to nearly any game . There was just one job — AFMF was uncollectible . Really bad . Now , AMD is take another swing at number one wood - stratum frame generationwith AFMF 2 , which works in any plot for any of AMD ’s RX 6000 or RX 7000 graphic cards .
The new edition takes a lot of cue from Lossless Scaling , a $ 7 Steam appthat has catapulted in popularity over the past few calendar month due to its ability to add together frame multiplication to any game . AMD is now capable to provide a similar floor of quality , and with some clear upsides over Lossless Scaling if you own one of AMD’sbest art cards .
What’s new here?
AMD calls AFMF 2 a “ significant rise ” over the original rendering , so it ’s worth look at what incisively that means . First and most conspicuously is AI , which is a tricksy look of AFMF 2 to cover . The feature film does n’t apply AI likeNvidia ’s DLSS 3.5 . There ’s no AI inference — the undertaking of really running a model locally — happening when you work AFMF 2 on . Instead , AMD used AI to develop the algorithm for AFMF 2 that ’s deployed through the number one wood .
It ’s well report as political machine eruditeness — AMD leveraged machine learning to develop an algorithm , so there ’s no AI funny line happening in real time . It ’s a similar approach as we’veseen with Lossless Scaling . Instead of require specific hardware to run an AI model , AMD is passing along some benefits it saw from develop an algorithm with AI . Because of this approaching , AFMF 2 works on just about any twist that the original feature worked on .
The benefits of AI most clearly show up in the unexampled Search Mode . The original AFMF did n’t include any configurations , but AFMF 2 includes two young option , one of which is Search Mode . According to AMD , this adjusts how fallback work in AFMF 2 . The feature will automatically turn itself off during fast motion , just like the original , to preserve trope quality . Now , AMD is give user some ascendency over how the fallback work .
This fallback was one of the biggest issues with the original AFMF . It led to a wildly discrepant experience , where you would oscillate between a high and scummy skeletal frame rate during any fast move . Now , you may practice the High Search Mode , which reduces how often the fallback activate . AMD recommends only using this way at a solving of 1440p or above .
That ’s the big difference , but AMD also added a Performance mode with AFMF 2 . This is built specifically for integrated graphics , reducing the image character and the operating expense of running AFMF 2 on top of your game . It ’s a nifty option to have , as we ’ve see how these display - stratum build interpolation features can really reduce performance if you have weak integrated nontextual matter .
AFMF 2 is much different than the original , but AMD went beyond just updating the algorithm . AFMF 2 now support exclusive full projection screen and borderless full blind in games , and it works with just about any nontextual matter API . Previously , it was restrict to DirectX 11 and DirectX 12 , but AFMF 2 now supports Vulkan and OpenGL , as well .
Let’s look at the numbers
One of my biggest issues with the original AFMF was how inconsistent it was . The fallback was extremely aggressive , particularly in first - someone game , leading to an experience that felt less smooth than just turn the feature off . you may see that in action with the frame clock time chart inStarfieldabove . There are these barbaric bloom and vale , which represent snap from a high frame pace to a low frame charge per unit .
If you ’ve never seen one of these charts before , it ’s deserving explaining them before operate deeper . This is physical body prison term over fourth dimension . Each line shows the amount of time between each physical body over the course of a few minutes . The higher the frame of reference meter , the lower the frame charge per unit , and vice versa . We ’re less concerned with where the line ends up overall and more concerned with the consistency . A flat occupation mean there ’s consistent time between each human body , which will feel dependable to play than something that ’s bounce all over the place .
Now look at AFMF 2 above . What a departure ! Using anative FSR 3implementation is definitely the most consistent of the three selection , but AFMF 2 is remarkably nigh . It ’s a far shout from the godforsaken variation in inning clip I saw previously with AFMF , which made a first - person plot likeStarfieldcompletely unplayable , especially during acute activeness scene . Now , AFMF 2 is a real choice .
With the first version of AFMF , Starfieldwas , by far , the worst experience . There were still problems in other plot , though , as you could see inLike a Dragon : Infinite Wealthabove . This is a third - person plot where all of the combat is play - based . It ’s the eccentric of game where AFMF should fall , with comparatively smooth photographic camera movements and little in the direction of fast - pace activeness . Even then , you may see how the original variant of AFMF skin to maintain a consistent build time .
And once again , AFMF 2 is unmistakably good . Not only are the height get going from the frame prison term but AFMF 2 actually provided a lower frame time than native FSR 3 ( and therefore a higher frame rate ) . There ’s a little more to the story than just the frame clock time here , though .
It does n’t show up on a systema skeletale clip chart like this — sample are only taken every 2nd and average over that second — but AFMF 2 definitely had some micro - stuttering . It only popped up during more acute second of gameplay , which lead me to believe AMD is open and closing the fallback window much quicker with AFMF 2 . It does n’t pour down the experience , but AFMF 2 is still a clear step below a native FSR 3 effectuation as expected .
Still , there are some major improvements here . The charts really tell the full narration . AMD was able to bring the braggy outcome with the first variant of AFMF back in line , and with some clear carrying out improvement in tow . AFMF 2 is n’t staring , but it ’s now a feature article that is a true merchandising point of AMD graphics card game .
Some thoughts on image quality
I was n’t able to enchant any video recording footage for AFMF 2 — due to the way it process , normal capture software does n’t pick up on the interpolated frames , so you wo n’t see any of the artifacts I noticed while playing . If you ’ve ever played underframe interpolation through something like Lossless Scaling , you ’ll cognize what to expect here . There ’s some nasty ghosting , particularly in menu and with ok item in high direct contrast fit .
If you have n’t live showing - level shape interjection , it ’s important to keep in thinker that it accounts for the intact cover . Things like a crosshair will sputter and wraith as you flick around your camera . In comeliness to AFMF 2 , this is an issue the original version had , too . It ’s one of the main factors that recognize this from something like FSR 3 orDLSS 3 , which can lick within the game engine to remove constituent like the HUD from the build interpolation .
Another region where AFMF 2 struggles is dark patches . Particularly in a game likeElden Ring , you’ll see the puppet struggle to make out the detail in saturnine corridors . This is an field where a tool like Lossless Scaling also struggles , however .
Although AMD clearly take aim note of hand from Lossless Scaling with AFMF 2 , there are some clear upsides here . Support for both exclusive full sieve and borderless full screen intend you could apply HDR , and you ’re able-bodied to turn on the frame insertion while a secret plan is already launched . It worked for me every prison term , which is surprising . Even Lossless Scaling does n’t always stick the first metre you seek to use it in a biz .
AFMF 2 is a Brobdingnagian step forwards , and it ’s now a cause to truly urge an AMD graphics wag . A native FSR 3 implementation is always estimable , and AMD has slow been growing the lean of put up games . What I ’d really like to see is musical accompaniment for AFMF 2 on twist like theROG Ally X. The feature is currently in a expert preview , and it has n’t rolled out to handhelds yet . That would be a vast blessing for these portable devices .