I was trying out FSR4 on my RX 6800 XT, Fedora 42. Works really well and it easily beats FSR3 in visuals even on Performance. It does have a significant performance hit vs FSR3 though but it still works out to be a bit faster than a native rendering on Quality.

    • WereCat@lemmy.worldOP
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      8 months ago

      With the Int8 model this should work on older cardd as well as on NVIDIA and Intel

    • WereCat@lemmy.worldOP
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      8 months ago

      there is a modified .dll you can use to replace the one in a game folder… AMD leaked it accidentally when they were releasing some open source stuff

      I can send you a link tomorrow or upload it, Im not at my PC right now

      edit:

      here is link https://gofile.io/d/fiyGuj

      you need to rename it to amd_fidelityfx_dx12.dll and replace the one in the game folder and it should work (in Cyberpunk). I had to use OptiScaler for Hogwards Legacy as just replacing the .dll made the game crash on launch and it was necessary to spoof it as DLSS

      • juipeltje@lemmy.world
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        8 months ago

        That’s awesome. Not a fan of using upscaling tech generally but since they keep trying to improve it, i might give this a try on my 6950xt out of curiousity.

        • WereCat@lemmy.worldOP
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          8 months ago

          Baldurs Gate 3 AFAIK does not officially support FSR4 and this works with it with OptiScaler (I’ve tried on Steam Deck). Wanted to try on PC as well but game has updated to the official Linux supported version and this does not work with it because it’s Vulkan only now. My internet is slow so I can’t be bothered to redownloadalmost 100GB just to downgrade the game version. Will have to probably check what’s in my library.

  • SitD@lemy.lol
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    8 months ago

    you used the int8 quantized leaked version right? i thought the f8 version doesn’t run on rdna2

    also i wondered if the fsr4 feels like bigger input lag, can you tell?

    • WereCat@lemmy.worldOP
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      8 months ago

      Yes, it’s the INT8, not FP8 version.

      Why would FSR had anything to do with input lag? The only reason why input lag would increase is due to FSR4 being more difficult to run on RDNA2 which would be due to lower FPS as FPS is also directly tied to input lag.

      But we are talking about 120FPS vs 150FPS here when comparing Quality Presets so I doubt you could even tell. And even if you can, just lower the preset, it will still look better and get you to the same performance.

      From multiple games I’ve tested so far my conclusion is that I am almost always CPU limited in most games even with 5800X3D (in CP2077, Hogwards Legacy, Kingdom Come Deliverance 2), most areas are CPU heavy due to a lot of NPCs and FPS drops in those areas enough where my GPU is bored, the only benefit of FSR in those areas is that FSR4 looks better but wont yield any performance benefits.

        • DarkAri@lemmy.blahaj.zoneBanned
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          8 months ago

          It’s because game logic is calculated on real frames and these things lower the real frame rate even though they give you more rendered frames. If you were getting 40 real FPS, and then you go to 30 real fps, you will feel a significant amount of lag even if you are getting 60 fps in fake frames. Basically the game loop is running slower and stuff like input polling is happening slower even if you have a higher frame rate.

          • Victor@lemmy.world
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            8 months ago

            Frame generation shouldn’t be a bottleneck on the CPU though, should it? That stuff is happening on the GPU. I know I saw a video about this stuff but I can’t remember the real reason input lag increases with frame generation/interpolation.

            • WereCat@lemmy.worldOP
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              8 months ago

              it’s not. The whole point of FG was to take advantage of high refresh rate monitors as most games can’t render 500FPS even on the fastest CPU… alas, here we are with games requiring FG to get you to 60FPS on most systems looks at Borderlands 4 and Monster Hunter Wilds

              • Victor@lemmy.world
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                8 months ago

                Right, but FG shouldn’t be touching the CPU in any way, should it? It should be a local thing on the GPU transparent to the CPU, unless I’m misunderstanding how it works.

            • DarkAri@lemmy.blahaj.zoneBanned
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              8 months ago

              Maybe it’s not the CPU but with FSR either way the real frame rate drops which is why you get input lag. The game logic/game loop is only calculated per real frame. Which means if you take a 20% drop in real frame rate you are going to get 20% more input lag.

                • DarkAri@lemmy.blahaj.zoneBanned
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                  8 months ago

                  If you get higher real FPS via upscaling, and a lower resolution. It can improve input latency and sim speed.

                • WereCat@lemmy.worldOP
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                  8 months ago

                  It is (if we talk about FSR as upscaler tech). But it wont help in CPU bound scenarios where the GPU already has to wait for CPU.

        • WereCat@lemmy.worldOP
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          8 months ago

          It’s kinda the same thing. You get input lag based on the real framerate. Since interpolation requires some extra performance the base framerate will likely be a bit lower than the framerate without interpolation which will case an increase in input lag while providing smoother image.

          • Victor@lemmy.world
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            8 months ago

            It seems that the input lag is more perceived, rather than actually experienced, from what I understand. Like if you go from 30 to 120 fps, you expect the input lag to decrease, but since it stays the same (or slightly worse), you perceive it to be much more severe.

            • DarkAri@lemmy.blahaj.zoneBanned
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              8 months ago

              The frame rate isnt going from 30 to 120 FPS. It’s actually going from 30 to like 20. The rendered frames are different then the CPU frames which handles the game loops, (physics, input, simulation, etc)

                • DarkAri@lemmy.blahaj.zoneBanned
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                  8 months ago

                  Generated frames are created using a neural network, they have nothing to do with the actual game scripts and game loop and input polling and stuff. FSR does generate frames to interpolate between real frames but things like physics and input are not being generated as well. It’s only visual. I guess maybe you have to have some basic knowledge about how a computer program and game engine works to understand this.

                  Basically the CPU steps through the simulation in steps. When you use frame gen, if it lowers the actual frame rate, then the CPU is making less loops per second over everything, like the physics updates, input polling(capturing key presses and mouse events), and other stuff like this.

              • Victor@lemmy.world
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                8 months ago

                Very much so. The very reason why we want more fps is to have less input lag, that’s my personal take anyway. That’s the only reason why I have a beefy computer, so the game can respond quicker (and give me feedback quicker as well).

    • DarkAri@lemmy.blahaj.zoneBanned
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      8 months ago

      If it drops the real frame rate more than FSR2, which it does, then yes, you will have more input lag.