Digital Foundry
Choosing between microcomputer and console just got a minuscule trickier because a feature of speech that was antecedently set aside for PCs is now usable on the Xbox Series S / X and PlayStation 5 . The feature in question ? Frame generation , courtesy ofAMD ’s FidelityFX Super Resolution ( FSR ) 3 . The tech did a superb job in the first tests on Xbox Series X , leave in an up to 72 % carrying into action uplift inImmortals of Aveum . While this is a big step for AMD , and for console gaming as a whole , there are some downsides that underline how this tech is still in its former days on consoles .
Upon the announcement that FSR 3 was now indorse on all political platform as of the latest speckle inImmortals of Aveum , Digital Foundrytook the secret plan out for a twist on an Xbox Series X , sharing its experience . The game , which normally be given to head for the hills at around 30 frames per 2nd ( Federal Protective Service ) to 60 fps on the Xbox , run across a significant increase in soma rates , go up from an norm of 46 fps to 80 fps — a 72 % increase .
Digital Foundry
As Digital Foundry testers explained , this tookImmortals of Aveumfrom a fairly discrepant 40 fps to 60 fps game to something that runs at a stable high refresh rate . Digital Foundry ’s John Linneman noted that the title almost feels like a 120 - Federal Protective Service biz , which is quite an accomplishment for an Unreal Engine 5 title on the Xbox .
InImmortals of Aveum , gamers can pick out to toggle chassis genesis on or off , and varying refresh rate ( VRR ) are also available . Unfortunately , the experience , while overall much smoother , was not without some visual artifacts and freezing issue . The video describes moments when the fps short drop down to 0 , the television camera cuts during cinematics ( which , inquisitively , does n’t seem to affect the PS5 ) , and the framing stutters .
Perhaps the most annoying problems lie in the game ’s HUD . Various 2D elements are not interpolated and not affected by underframe multiplication , which means that there ’s sometimes a visibly much low frame rate in sure parts of the screen . It almost feel like a part of the biz is fall behind while the rest runs smoothly .
Upscaling and frame propagation technology , such as Nvidia ’s Deep Learning Super Sampling ( DLSS ) and AMD ’s FSR , have been all the furore in the PC gaming world over the past few class — and no wonder . DLSS 3gets the ripe rep , with its potentiality to turn a midrange GPU into a competition to one of the good graphics cards , as well as its increasing availability in games . Meanwhile , the espousal of FSR 3 has been pretty slow , with only 26 supported titles properly now , which is why it ’s a bright matter for AMD to break new ground by bring frame multiplication to consoles . This is one field where Nvidia ca n’t hope to compete , as DLSS 3 is only available on RTX 40 - serial GPUs , while FSR 3 is supported by GPUs from all vendors . It just so happens that both the Xbox and the PlayStation draw on AMD hardware .
While imperfect , this is a huge footstep for console gaming . It ’s too early to tell how long it ’ll take for another console title to embrace FSR 3 . It might take some clip , and longer still for it to become widespread . However , this proof of conception register us that a few years from now , soma generation might no longer be such a huge cistron in choosing tobuy a PCinstead of a console .