Synthetic body technology expertise. Even typing these phrases feels vaguely science-fiction, however ever because the launch of Nvidia’s DLSS 3 Body Era (and far later, AMD’s Fluid Movement Frames), it is grow to be an idea that is gone past the theoretical into the on a regular basis. Nonetheless, Korean expertise web site QuasarZone (through Videocardz) has taken issues to a brand new excessive by managing to run each strategies on the identical time through a powerful little bit of GPU wrangling, and the efficiency positive aspects are, on the floor not less than, quite spectacular.
To realize this mind-bending consequence, each an RTX 4090 and Radeon RX 6600 had been put in on the identical motherboard, with the monitor linked to the AMD GPU. The RTX 4090 was then compelled to render a recreation with DLSS 3 Body Era enabled, whereas the RX 6600 was used as an output supply to the monitor utilizing AMD Fluid Movement Frames. This implies the eventual output was rendered at the next body price utilizing DLSS 3 Body Era, then interpolated as soon as extra by means of the RX 6600 to even increased ranges nonetheless.
The outcomes at first look appear excellent certainly. Cyberpunk 2077 at a 4K output decision jumped from a median of 71.7 fps all the way in which as much as a huge 209.3 fps with each DLSS 3 FG and AFMF enabled. That is practically triple the frames, and fairly a powerful demonstration, as proof of ideas go.
It wasn’t simply Cyberpunk both. Name of Responsibility: Trendy Warfare III practically doubled its frames utilizing the approach, with a leap from slightly below 128 fps all the way in which to just about 226 fps, whereas Ratchet and Clank: Rift Aside managed 233 fps with each strategies enabled, up from a median native body price of simply over 121 fps. Even the notoriously CPU-bound Starfield acquired a major efficiency bounce, from 72 fps at native to only over 200 fps with DLSS high quality mode and AFMF working collectively.
The truth that this even works in any respect could be very spectacular, however as you may anticipate, there are some caveats. To begin with, beta drivers are at the moment required to allow AFMF on any AMD card, and a few video games reportedly did not recognise the full-screen mode required for Fluid Movement Frames to work appropriately.
Secondly, sticking two GPUs subsequent to one another and making them work arduous in conjunction implies that energy and warmth are components to be thought of, so a motherboard was used that allowed them to take a seat aspect by aspect whereas nonetheless receiving sufficient area for enough cooling.
And the third? 1% lows had been a difficulty, and in all of the video games examined they remained very low in comparison with the lofty heights achieved in common framerate alone. This was attributable to AFMF turning itself off dynamically underneath quick movement, as underneath these situations it would not have sufficient movement vectors to find out the path of the modifications to the generated frames, which might end in a really messy output if it stayed on always.
As such, with such massive jumps and drops within the framerate the general smoothness of the expertise was lower than preferrred, which means it is unlikely anybody’s going to be utilizing this as a real means of drastically enhancing the body price on their machines at house.
Nonetheless, credit score needs to be given not only for the conceptual thought, however the implementation of a way that on the floor would not look like it could work in any respect, nevermind with the outcomes achieved. Whereas it is a superb demonstration of a little bit of lateral considering to make two distinct body technology applied sciences work in relative concord, maybe it is higher to depart this one as an experiment quite than one thing to attempt your self.