AFMF: Was I Wrong?!?
Summary
TLDRThe video compares AMD's new fluid motion frames driver-level frame generation to in-game FSR 3 implementations across several games. The presenter finds FSR 3 provides a smoother, more consistent experience without quality loss or stuttering during fast motion. In contrast, fluid motion frames often introduces distracting artifacts, tearing, and stutters when panning the camera. While fluid motion frames can boost fps, the presenter concludes it rarely improves perceived motion quality over playing natively. They suggest trying both technologies yourself since perception varies, but wouldn't enable fluid motion frames based on their testing.
Takeaways
- 😊 The video tests AMD's fluid motion frames technology in full release drivers across different games
- 👀 There are challenges conveying variable refresh rate experiences in fixed 60fps YouTube videos
- 🤔 The video compares in-game FSR 3 to driver-level AMD fluid motion frames
- 😕 The assistant found AMD fluid motion frames to have more stutters and lower frame quality than FSR 3
- 🎮 AMD fluid motion frames performed best starting from a 80-90fps baseline before frame generation
- 😟 But even then minor stutters occurred during camera pans with AMD fluid motion frames enabled
- 😐 In the tested games, disabling fluid motion frames gave the most consistent frame pacing
- ✨ The assistant is happy AMD is innovating with driver-level frame generation features
- 😀 Different people can have different perceptions of image quality and motion fluidity
- 👍 Viewers are encouraged to try AMD fluid motion frames themselves and share their experiences
Q & A
What technologies are being compared in the video?
-The video compares AMD's driver-level fluid motion frames (AMMF) to Nvidia's DLSS 3 and AMD's FSR 3 implementations of frame generation.
What are the key differences between AMFM and FSR 3?
-AMMF is a driver-level implementation while FSR 3 requires integration at the game engine level. FSR 3 has access to game motion vectors which helps generate higher quality interpolated frames.
What hardware was used for testing AMMF?
-The author tested AMMF on an AMD Radeon 7900 XTX graphics card.
What games were used for testing?
-Games tested include Avatar: Frontiers of Pandora, Plague Tale: Requiem, Cyberpunk 2077, and Elden Ring.
What monitor setup was used?
-A 3440 x 1440 resolution ultrawide monitor with 165Hz maximum refresh rate.
What were the key drawbacks observed with AMMF?
-The author noticed occasional microstutters, inconsistent frame pacing, and lower quality interpolated frames compared to FSR 3 implementations.
In what situations did AMMF perform best?
-AMMF performed best when the base frame rate was already high (80-90 FPS) before enabling frame generation.
How can users best evaluate AMMF themselves?
-The author recommends focusing on visual smoothness and consistency rather than FPS counter numbers when evaluating AMMF.
What was the author's overall assessment of AMMF?
-The author felt AMMF did not provide a clear benefit over native frame rates in the games tested so far. More testing is needed.
What future improvements are hoped for with AMMF?
-The author hopes AMMF continues to improve in consistency and integration with games to provide a smoother experience.
Outlines
🔍 Introduction to AMD Fluid Motion Frames
The video begins by addressing the feedback received from a previous discussion about AMD's fluid motion frames, a driver-level frame generation technology distinct from FSR 3. The presenter notes the varied opinions in the comments and acknowledges that most of his initial testing was based on preview drivers. He announces the intention to test the full release version of AMD fluid motion frames in various games using different controllers and settings. The video emphasizes that perceptions of latency, image quality, and motion fluidity are subjective and invites viewers with AMD 6000 or 7000 series GPUs to try the technology themselves. The limitations of conveying a variable refresh rate experience on a 60fps YouTube video are discussed, and the method of filming the screen with a camera at 120fps is explained, though the limitations of this method are acknowledged.
🎮 Testing Methodology and Observations
The video details the testing methodology for AMD fluid motion frames, starting with Avatar frontiers of Pandora to compare FSR 3 and AMD fluid motion frames (AFMF) directly. The testing involves varying settings, observing base frame rates, and noting the behavior of the technology during fast movements and camera pans. The video describes the AMD overlay's features, like reporting additional latency and micro stutter rate, and discusses the technology's limitations, such as not interpolating frames during fast motion. Various games and settings are tested to examine the performance and visual quality, including Plague Tale Requiem, focusing on the foliage appearance and camera pans. The video highlights the importance of a high base frame rate for the technology to perform well and mentions the inconsistency in frame pacing and micro stutters as potential drawbacks.
🕹️ In-Game Experiences and Comparisons
The video continues the examination of AMD fluid motion frames by testing in-game experiences in Plague Tale Requiem and Cyberpunk, comparing the visual quality, frame pacing, and overall gaming experience with and without the technology enabled. Observations are made about the fluidity of motion, the appearance of foliage, and the presence of micro stutters during camera movements. The presenter also tests the technology's performance from a lower base frame rate, which AMD does not recommend, and notes the significant degradation in visual quality and gaming experience. Despite the high frame rate numbers displayed, the actual gaming experience is described as not meeting expectations.
👾 Detailed Analysis in Cyberpunk and Elden Ring
In-depth testing is conducted in Cyberpunk, exploring the impact of AMD fluid motion frames on the gaming experience with various settings, including ray tracing and resolution scaling. The video describes the trade-offs between frame rate and visual consistency, noting the occasional micro stutters and the preference for a stable gaming experience over higher frame rates. Elden Ring is also tested, focusing on the game's performance locked at 60 FPS and the effects of enabling fluid motion frames. The presenter observes screen tearing and a decrease in visual quality during camera pans, concluding that the technology might not be the preferred choice for improving the gaming experience in these titles.
📊 Final Thoughts and Community Feedback
The presenter concludes by expressing appreciation for the availability of AMD fluid motion frames and the competition it brings to the market. However, he shares his personal experience, stating that he has not found a situation where the technology significantly enhances the gaming experience. He mentions that his best experience was in Cyberpunk with specific settings but still notes occasional micro stutters and prefers a consistent frame rate. The presenter encourages viewers to share their own experiences and reminds them to focus on the actual gaming experience rather than just the frame rate numbers displayed. The video ends by emphasizing the importance of user feedback and community engagement in assessing the value of such technologies.
Mindmap
Keywords
💡AMD Fluid Motion Frames
💡frame generation
💡FSR 3
💡microstutters
💡latency
💡ray tracing
💡framerate
💡motion vectors
💡game testing
💡perception
Highlights
Tries out the full release version of AMD's driver-level fluid motion frames technology in games
Notes that perceptions of image quality, latency, motion fluidity are personal and can vary by user
Compares AMD fluid motion frames to FSR 3 frame generation in Avatar Frontiers of Pandora
Finds FSR 3 implementation smoother than AMD fluid motion frames in Avatar
Notes AMD fluid motion frames can introduce microstutters and frametime spikes
Finds foliage jittery and distracting with fluid motion frames in Plague Tale Requiem
Prefers playing Plague Tale Requiem with fluid motion frames off due to high base frame rate
Sees occasional screen tearing with fluid motion frames in Elden Ring
Best experience with fluid motion frames starting from 80-90 FPS base in Cyberpunk 2077
Still prefers playing Cyberpunk 2077 with fluid motion frames off due to microstutters
Overall did not find a clear benefit to using fluid motion frames in testing
Encourages testing fluid motion frames yourself to see if you prefer it on or off
Keep frame rate counter off when testing to focus on visual experience not just numbers
Hopes AMD continues improving fluid motion frames in future driver updates
Welcomes feedback in comments on situations where fluid motion frames helps
Transcripts
yesterday when discussing the full
release of AMD fluid motion frames the
driver level frame generation which
again is not the same thing as FSR 3
which requires integration into a game
uh when I discussed that video talking
about the pros and cons of driver level
frame generation I it seemed like got
some push back in the comments where a
lot of people were saying they had a
much more positive opinion of the
technology than what I did uh what I was
saying had been my experience now a lot
of people were also saying that most of
my testing had been on the preview
drivers and now it's a full releasee and
it's an improved experience so what
we're doing in this video is I am trying
out the full release version of AMD
fluid motion frames in a variety of
games some with a mouse some with a
controller uh I'll look at something
that's like engine cap to 60fps see if
that kind of experience helps we'll try
out different base frame rates we'll
also try at least one game that has an
actual FSR 3 implementation to compare
my experience using an integration of
FSR 3 versus using the driver level
fluid motion frames and there's a few
really important things to know while we
uh thinking through this video right
okay number one everyone's perception of
things like latency and image quality
artifacts motion fluidity things like
that those are all personal perceptions
which means that your opinion could be
different than mine and that's okay and
the cool thing is if you have an AMD
6000 or 7,000 series GPU you can try
this out by downloading the latest full
release drivers and kicking on fluid
motion frames in pretty much any dx11 or
dx12 game I am so excited that we have
that ability now that is awesome and if
you have a compatible graphics card try
it out and see what your experience is
because I can tell you what my
experience is like but I can't tell you
what your experience is like and it's if
you like it better than me that's
awesome that means you got a new Tool uh
and maybe I'll be blown away by this
full implementation of it we'll have to
see now there's another really important
note when you're watching a video like
this there is absolutely no way to
accurately convey a variable refresh
rate experience in a YouTube video
YouTube videos are locked to 60 frames
per second but the gaml that we will be
recording is not locked to 60 frames per
second um there's a lot of ways I could
try to capture this but none of them are
perfect I found in the past when when uh
checking out Technologies like this that
the best option I have is to film my
screen with a camera using the highest
refresh rate I have available to me
which is 120 frames per second however
the YouTube video will still be crushed
down to 60 and the gameplay we're
filming is not going to be locked to 120
frames per second anyway and even if it
was it wouldn't necessarily match to the
shutter speed of the camera you guys
kind of get the idea so in addition to
filming the screen I will be discussing
what I am seeing I will try to point it
out as best as I can but um again some
of this just unfortunately kind of has
to be a trust me bro I'm telling you how
I'm experiencing it and I'm showing you
as best as I can but again try
experiencing this for yourself there's
also no way I can try out every game
situation where this might be viable so
again try it out for yourself now a
couple other important things to note
when you're using this technology it
does not the driver level frame
generation does not show up on a normal
uh third-party FPS counter overlay like
MSI afterburner the one built into steam
or all sorts of them uh you have to use
amd's own software overlay and the
awesome thing is that overlay is really
good and it also even reports the the
Laten the additional latency being added
from this driver level frame generation
it also reports micro stutter rate which
can Spike when this technology kind of
gives up I've talked about this
technology a lot in previous videos but
the idea is that a driver level
implementation of frame generation
doesn't have access to game motion
vectors the way a full implementation of
something like FSR 3 or dlss 3 frame
generation does which means the
interpolated frames are generally both
of lower quality but also um just it can
sometimes get to the point where the the
technology intentionally chooses not to
interpolate a frame uh because it it
there's too much of a difference between
frames the the the AMD documentation
says during fast motion it may choose to
disable the frame generation and that's
been one of my biggest issues with it
when I tested on the preview drivers
because I the whole point to me of a
motion smoothing technology which is
what this is right this is a motion
smoothing technology it doesn't make
your game more responsive the way normal
high frame rates would it makes the game
the gameplay hopefully look smoother in
motion on a high refresh rate display so
um with that in mind I am you know if
there are points where micro stutters
because it chooses not to interpolate a
frame that's a significant disruption to
the consistency of the frame pacing
which is kind of the whole to me the
whole point of frame generation
Technologies again your experience could
be different uh so we'll be looking out
for that as I try out this full release
version uh another thing to keep in mind
is that AMD has said that this is best
used when generating frames from at
least a 60fps baseline before you have
frame generation enabled and I will try
it out in this video at a variety of
base frame rates uh I also believe the
technology is not compatible with vsync
so you'd want to make sure you're
staying under your monitor's maximum
refresh rate to uh avoid screen tearing
so I'll be trying it out on my 165 HZ
display uh which is my highest refresh
rate display to help us stay within the
uh you know underneath the monitor's max
refresh rate let's go ahead and start
out in game that has both FSR 3 and ammf
so we can compare them uh then we'll try
out a variety of other games and I'll
give you some final thoughts at the end
all right the first thing we're going to
look at is Avatar frontiers of Pandora
because then we can actually do a
head-to-head of FSR 3 versus AF MF at
the driver level so here we are on the
7900 XTX we're at uh ultra settings but
I've turned off motion blur and we're at
the native resolution I'm in FSR 3
pathway with no scaling so that we can
turn on frame generation and it looks
like our base frame rate is a little
under 60 at this point looks like we're
at 57 standing still in motion that
could possibly dip a little bit we're
kind of in the mid-50s now first uh
let's get an idea again what you see
will not be identical to me cuz you're
not uh you know you're watching a 60fps
YouTube video but as you Pan the camera
there are gaps between frames right
there's definitely gaps uh that are
noticeable on camera panning now if I
turn on an actual FSR 3 implementation
we'll go ahead and see what that looks
like so with that implemented I can tell
that it is much smoother in motion
however if you look right here under
this little uh blurred out area you can
see that those areas are not updating
because the game see now we don't have
that issue now that it faded away if I
bring that back um you can tell the
issue with FSR 3 in this game which is
that the HUD elements are not uh
responding to it that's intentional so
you don't get blurring uh but anyway the
actual camera pan on the areas of the
screen at which it applies looks very
smooth here now let's go ahead and uh
turn FSR 3
off and then we'll try it uh out doing
the same idea but with the driver level
AF MF so again here's with both both
frame generation techniques off now
we're going to go into the driver and we
are going to turn on AMD fluid motion
frames should uh indicate active and
that uh anti-le is also kicked on to
help reduce latency now you can see that
standing still our our frame rate has
gone up over 100 now in Motion in slow
motion I will say it still looks more
jittery and you can actually watch the
frame rate counter it's going to give up
uh so when there's too large of a
difference between frames in fast
movement AFM F kind of gives up in a way
that FSR 3 did not and you can notice
that that's uh getting our micro stutter
rate to spike and um our overall frame
rate dips and there's frame frame time
spikes now I will say uh I I also want
to try this out so so now we don't have
that uh HUD element issue that we did
before because it's unaware of what is
or is not a HUD element and honestly
that looks fine so I almost wonder uh
what if they actually didn't separate
those out in the FSR 3 implementation
how that would look but anyway let's go
ahead and um get a higher base frame
rate because they uh ammf is recommended
at a minimum of 60 FPS uh from your base
so if we go down to the high settings I
think we should be able to get a higher
base frame rate before the frame
generation is active we'll go ahead and
turn frame generation off so that we can
uh get that Baseline so now we're at now
we're in the 70s right
so it are the thing is now my
performance is already pretty good with
no upscaling so I'm not sure I really
need any frame generation but let's go
ahead and try out ammf again uh with
that enabled let's go ahead and check so
our frame rate number does go up and now
it doesn't give up so easily but it did
still give up there see it's it's it's
it's dropping down to 60 now I
understand that normal game play isn't
necessarily going to be just turning
your camera screen back and forth so
let's try running around there we got
got a bit of a stutter
Spike okay it looks like it disabled for
a second and it kind of re-enabled uh
watch the frame frame rate numbers and
the the micro stutter so again it it
feels a little stuttery if I camera pan
too far cuz I think again it kind of
gives up and again our base frame rates
now are pretty good so um yeah that was
a little choppy when I kind of went up
and then down right cuz there's a lot of
difference between frames so I've got to
say again I'm not super impressed with
the uh with the result here especially
when compared to the uh game in-game
implementation so if we go to FSR 3 back
on uh so this is the actual in-game and
that looks smooth I I'm getting a much
smoother camera pan and uh again it
doesn't give up in motion it does have
the HUD element issue where uh again it
instead of blurring the Hut element it
it you know it doesn't use it so that
looks a little bit out of sync right
there but again I can actually move
around I don't get those little juty
dips in the frame generation to anywhere
near the degree we saw um with ammf uh
enabled so I've got to say so far I I
don't love it here uh with AF MF
compared to an FSR 3 implementation and
really honestly I think once I'm already
hitting FPS in those 70s range I'd
rather keep it consistent than get those
stutters back down but let's check out
some other games all right I've now
started up plague tail requium which is
a slow paced game and I have a
controller to play it cuz I've noticed
latency issues and things like that and
you don't tend to move the mouse as
quickly as you uh I mean the controller
as quickly as you move a mouse this
currently has no frame generation
enabled we are at uh the ultra preset
other than I have disabled motion blur
again to help us see what's happening
here in these frames and then uh
basically it looks like in this scene
we're around 80fps so we are well above
the recommended Baseline so here's the
idea of what this looks like uh without
any type of frame generation enabled now
this game has dlss 3 frame generation
but no uh no FSR 3 so that wouldn't be
an option anyway uh but we'll go over
here to uh it's hard to see underneath
the gaming tab here and then fluid
motion frames let's go ahead and kick it
on so fluid motion frames enabled let's
um let's see does it not kick on anti
let's try that out as well okay so we
are now doubling our frame rate to
around 150 we're near the monitor's cap
and
it's um
hm I don't like the quality of it on the
foliage I'm not sure how much this will
pick up in the camera but I don't think
the foliage looks great on a camera pan
now let me try some actual uh just kind
of movement again this is pretty slow
paced so in this style of movement I
don't notice any issues at all um but as
I you know start actually running and
panning the camera yeah on the camera
pans something it just feels off almost
like screen tearing although it's not I
I I really don't know how much uh this
picks up in the camera let me go ahead
and turn frame gen off just to make sure
it's not just the game rather than the
frame generation so we we'll kick that
off yeah I
mean I I just feel like it's mo more
coherent um with with the ammf turned
off um I don't know how else to say it
again we're at high enough frame rates
they don't really have too much of a
problem anyway let's go ahead and kick
it on one more time cuz again the big
question is uh would I rather play the
game with it on or with it off so we've
got it back on
again
and I mean it's not terrible but guys I
I I promise you the the foliage looks
really weirdly jittery in motion here it
is extremely distracting to me on a
camera Pan um let me see if I can try to
get just a smooth camera pan going here
and I don't know how much of this will
pick up through YouTube and slowing down
the frame rates and all of that um but
yeah I find that a little bit
distracting and since we were already at
a pretty high base frame rate anyway um
I think I would based on this limited
testing yeah this just is less
distracting to me and we're already at a
pretty high frame rate so I think I
would just stay stay at this um now the
other possibility is we could make the
uh make our frame rate lower so we might
want to actually have more help um by
turning on Ray tracing in this game I
didn't have that on yet so let's kick on
Ray traced
shadows and I don't think we need to
restart the game let's see what
happens so yeah with Ray Trace Shadows
kicking in our frame rate certainly
tanks uh so now we're down at like 37
frames per second so now this just
generally looks pretty bad
okay
um but that's without frame generation
so can it help us from a low frame rate
which again is not how this is
recommended AMD clearly says you want to
have a minimum of 60 fps to kick this on
but we'll go ahead and try it out yeah
it it again this says 60fps now but look
at this camera pan that looks just
really really bad so it's a 60 number
but it's not a 60fps gaming experience
it just really really isn't so um I
don't know what to tell you guys other
than I don't think I like it in this
game as well even though it is fairly
slow paced and I'm on a
controller uh so let's go ahead and um
maybe try one or two more let's take a
look at cyberpunk so again on the 7900
XTX uh if I want to play with Ray
tracing enabled on a 3440 by 1440p
monitor with no upscaling um basically I
went to the ultra preset but then I'm
like okay what if we want to kick on Ray
traced Reflections so that now gets us
our performance fairly borderline here
right we're about 57 frames per second
58 so we're pretty close to that 60
number and right now there's no frame
generation enabled and with uh motion
blur turned off I definitely see gaps
between frames as I as I turn and things
like that so uh it is what it is it's
certainly playable but you might want a
little more performance right so that's
where we will go ahead and kick on our
AF MF and see what we think so kicking
on AF MF uh including uh
antiag and here we go so with that on we
can now see standing still our frame
rate number has doubled so we're at 110
now let's go ahead and run around and
see what we think so I can already tell
that as I turn again you'll see the
micro stutter rate spikes and the frame
rate number goes down while we're
turning which means I just don't feel
like it's really smoothing out my camera
motion when I'm playing the game I mean
if I'm going if I'm kind of just
standing H here sort of still it's not
that big of a deal but I don't think
turning a 90° is an unreasonable thing
to expect to be able to do uh without
getting micro stutters but that seems to
be um what we are getting here now again
the base frame rate was a bit lower than
recommended so we will try out uh one
more thing which is let's actually boost
our frame rate first by upscaling so
this time I'm going to try out turning
on resolution scaling to FSR
quality uh so now with no frame
generation it is looking like we are at
about 87 90 frames per second so I can
tell you right now I could I could just
play like this I don't really need frame
Generation Um you know the FSR quality
at 1440p is certainly usable there's a
few little you know stability things in
the background if if you look at it but
it's not bad at all right so we could
just definitely play the game like this
alter with rt Reflections but let's see
if our experience gets improved by
turning on fluid Mo motion frames
because that is the question would it be
even better using this
feature okay uh so we are now very close
to my monitor's Max refresh rate of 165
uh and this this is not compatible with
vsync so um if we go over that we could
get some screen tearing but looks like
we're mostly staying within that window
okay from this high of a base frame rate
this doesn't seem too bad I think on the
Quick Camera pans you still do get it to
micro stutter a little bit um but it's
not ter see I I it look right there it
just kind of gets choppy though when I
do turn quick you know granted you're
not going to be doing that all the time
and everybody has their own preferences
but for me when I'm playing a game it's
the it's the consistency of the frame
rate that's important and if I get uh
micro stutters that's kind of a uh kind
of an issue I guess uh so I don't know
guys I'm let me try it again with it
turned off and see which one I am
preferring uh so far at coming from this
base frame rate I think um
has been my best experience with it so
far this is with it
off and let me try again it's it's it's
still a very good experience I'm not
getting the micro stutter in its
consistent experience uh sorry let's
kick it back on
again all right this
is
um again so far out of the testing I've
done this is the best experience I've
had with it is starting from a base
frame rate in kind of the mid mid 80s to
90 and running around this Street area
it it gets the occasional micro stutter
but it's not too egregious I still think
I might personally prefer to play with
it off since we already had such a a
high base frame rate but in this limited
amount of testing this doesn't seem uh
too terrible or anything I could see
someone maybe choosing to use this even
if I would not personally let's try at
least one more game all right my last
thought for something to test out is
what about a game that is locked to 60
FPS by the game I think there are mods
for this but Elden ring uh without mods
I think is still locked to 60 FPS on PC
it also seems to not support ultrawide I
haven't tried it on Ultra wide yet
apparently that's the case and my
message was appraised cool anyway we're
locked to 60 frames per second despite
the fact that our GPU could do better so
perhaps this is a good situation again
we're at 3440 X 1440p I'm at Max preset
uh with motion blur off although I did
set the ray tracing to medium so that we
would be able to hit our 60fps cap
anyway so we're getting a feel for the
game without any sort of frame
generation and let's go ahead and kick
frame generation on since this might be
one of the only ways to push past 60
frames per second in a game that engine
locks to 60
uh I'm going to give it a second to
settle in I feel like I'm getting a bit
of screen
tearing I don't know if that's picking
up in the
camera
but yeah I think there's a bit of screen
tearing on the camera pans and again I
don't think the foliage looks great are
are we seeing the the jittery tearing
going on in the foliage here screen
tearing on this ass this section of the
screen kind of shaky down the middle
there now that is just doing a camera
camera pan rather rather than you know
just kind of running around playing
so yeah I'm I'm getting that that screen
tearing and again it kind of gave up
right uh for a second perhaps that was
just not interacting well with uh you
know Elden ring is prone to stutter a
bit but yeah it seems like on turning
quickly the frame generation is still
kicking uh itself off a little bit uh
what if we turn Ray tracing down a bit
more just to take a little bit of burden
uh additional burden off of the GPU uh
so we'll go down to low settings perhaps
that'll settle things down a little bit
GPU utilization appears to only be
around 80% so I I I don't think it's the
GPU dipping below it I I'm still seeing
some screen tearing here so anyway it's
looking like I don't think this would be
my preferred way to play this game
either I am curious what you guys think
let me pop out for a few final
thoughts all right so some final
thoughts I mean first of all I'm really
happy we have this feature and I do hope
it continues to improve I also really
like to see when AMD pushes ahead of
Nvidia in certain things Nvidia
certainly had the first frame generation
technology uh in games out there with
the lss3 frame generation uh but now AMD
has not only implemented their FSR 3
frame generation but providing a driver
level version for people who do want to
use that is certainly cool and it is a
step forward and I'm interested to see
if Nvidia responds uh you know with
anything similar however what is my
actual take on using the technology and
again as I said in the video everyone's
perception of motion fluidity image
quality artifacts uh you know micro
stutters and um uh system latency all of
that everybody's perception is different
so I can tell you how I feel about this
and you could feel very differently and
that's okay and I'm really happy if a
bunch of you uh like this technology and
find it's improving your gameplay
experience for free that is awesome
however in the testing you saw in this
video and I also did more off camera cuz
you know my camera you know has only so
much you know storage space and battery
life and all of that but I did play
around with it a bit more as well and
overall I have not found a situation
where I feel like it is just a clearly
better experience to turn ammf on than
to just play with it off and adjust
settings to achieve the frame rate I
would uh otherwise When comparing it to
FSR 3 which remember ammf and FSR 3 are
not the same thing so when we looked at
the Avatar frontiers of Pandora FSR 3
implementation I found that to be a much
better experience than AF MF it was
consistent it did not give up when when
uh you know I turned the camera camera
at reasonable speeds for gameplay from a
decent base frame rate um so it didn't
get those little micro stutters and
generally the image quality of the
generated frames was better so um the
direct competition versus FSR 3 I didn't
feel good about and I didn't like the
implementation uh I didn't like how it
felt in that game out of all the games I
tested the only experience where I felt
kind of borderline where it was almost
improving the experience although I
think I still slight L prefer keeping it
off was in cyberpunk when I kicked on
the ray Trace Reflections and FSR
quality and already had a base frame
rate uh between 80 and 90 FPS in the
scene and then I kicked on the the the
AFM F to get the frame rate hitting near
my monitor's Max refresh rate but right
under it uh you know in that 150 to 160
range that was the best experience I had
with it the higher the frame rate the
less Gap there is between frames so I
think the um having the the not having
access to the game data motion vectors
and things like that is uh easier for it
to deal with in high high refresh rate
experience situations um so the quality
of the generated frame seemed better and
it seemed to give up less frequently uh
so that being said though it did still
get the occasional additional micro
stutter that I wasn't experiencing with
it turned off and again for me it's the
consistency of the frame pacing that is
most important uh when looking at
emotion fluidity boosting technology and
because this isn't completely consistent
and it does introduce those extra little
stuttering situations when you are
camera panning um it that that never
seemed to fully go away from me in any
of the tests and so in its current state
I would leave it off in all the games
that I have tested however I certainly
can't test every game so I would love to
hear in the comments section if you are
finding situations uh where you're
finding this technology of benefit you
think it's a better experience with it
on versus it off and what I highly
recommend people do when you're testing
this is actually probably have the the
um frame rate counter off like maybe
maybe turn it on quickly to verify the
generated frames are uh happening but
honestly you should be able to tell
they're happening just by turning it on
right in other words um I think it's
important to um uh make sure you're not
just seeing a number go up and assuming
that makes the situation better right
because normally we associate a higher
frame rate number with a better
experience but that's not necessarily
the case with frame generation
Technologies and that's true of FSR 3
and dlss 3 as well there are definitely
games that have a full game
implementation that I still prefer to
leave it off uh for example I was
playing Allen wake 2 recently and I kept
dlss 3 frame generation turned off
because I did not like how it uh made
the the motion in dark scenes with the
flashlight look um felt like there was
too much
image quality issues there so again
there everybody will experience this
differently some games maybe you'll find
ones where where it does improve your
experience hope you guys found my
thoughts on the situation useful and or
interesting and a huge thank you to
channel members who have clicked the
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knowing you guys value the content
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to do that so if if you're not that is
totally fine huge thank you to just
viewers subscribers all of that and I
hope everyone has an excellent day
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