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=== Assistant: I couldn’t find an official AMD support page that explicitly says “enable V-Sync + VRR + frame cap when using Radeon fr… === I couldn’t find an official AMD support page that explicitly says “enable V-Sync + VRR + frame cap when using Radeon frame generation” (similar to how NVIDIA documents Reflex + DLSS 3), but there *are pieces of official AMD documentation and authoritative sources that support the logic behind that recommendation. Here’s what we do have from AMD plus corroborating technical guidance: ===== ✅ 1. Official AMD on FSR / Frame Generation ===== * AMD’s FSR technologies page confirms that FSR Frame Generation is designed to generate intermediate frames as part of the presentation pipeline, and that it works in tandem with upscaling and latency-reduction technologies like Radeon Anti-Lag 2. It doesn’t give configuration advice, but it shows AMD’s intention for optimal use in games. GPUOpen<ref>{{cite web|title=GPUOpen|url=https://gpuopen.com/amd-fsr-framegeneration/|publisher=gpuopen.com|access-date=2025-12-19}}</ref> ===== ✅ 2. AMD FSR 3 Technical documentation ===== * The AMD FSR Frame Generation Swapchain manual notes how the VSync and variable refresh rate (VRR) interact with the frame generation swapchain — showing that the pacing logic takes both into account during presentation. GPUOpen<ref>{{cite web|title=GPUOpen|url=https://gpuopen.com/manuals/fsr_sdk/techniques/frame-interpolation-swap-chain/|publisher=gpuopen.com|access-date=2025-12-19}}</ref> This is important because it means the sync behavior isn’t ignored by the frame generation system. ===== 🔎 3. AMD’s indirect recommendations / best-practice hints ===== While AMD hasn’t published a unified “gaming setup guide” yet like NVIDIA Reflex with DLSS, these technical and implementation docs make it clear: * The pacing logic of FSR Frame Generation considers expected refresh rate targets. GPUOpen<ref>{{cite web|title=GPUOpen|url=https://gpuopen.com/news/fsr3-in-games-technical-details/|publisher=gpuopen.com|access-date=2025-12-19}}</ref> * Frame generation presumes input framerates above a threshold (e.g., ~60 FPS) to avoid interpolation artifacts. GPUOpen<ref>{{cite web|title=GPUOpen|url=https://gpuopen.com/manuals/fsr_sdk/techniques/frame-interpolation-swap-chain/|publisher=gpuopen.com|access-date=2025-12-19}}</ref> * AMD does not disclaim VRR or VSync usage; rather, pacing systems interact with them depending on modes. GPUOpen<ref>{{cite web|title=GPUOpen|url=https://gpuopen.com/news/fsr3-in-games-technical-details/|publisher=gpuopen.com|access-date=2025-12-19}}</ref> ===== 🧠 Community + expert confirmation ===== Even though these are not official AMD marketing docs, they reflect what AMD engineers and experienced developers/testers have observed from AMD’s own technical releases: * Enabling VSync with frame generation is widely suggested for correct pacing and to avoid tearing because VRR alone doesn’t cap above the refresh rate when FG drives effective outputs. Reddit<ref>{{cite web|title=Reddit|url=https://www.reddit.com/r/Amd/comments/16vbndk/amd_fsr_3_now_available/|publisher=reddit.com|access-date=2025-12-19}}</ref> * Many guides recommend FPS limiting when using frame generation, since unbounded framerates can cause sync issues and tearing even with VRR. Medium<ref>{{cite web|title=Medium|url=https://medium.com/%40opinali/testing-fsr-3-0s-frame-generation-457ab4668979|publisher=medium.com|access-date=2025-12-19}}</ref> * Frame pacing issues with FG/VSync/VRR being misaligned have been reported when VSync is disabled. NeoGAF<ref>{{cite web|title=NeoGAF|url=https://www.neogaf.com/threads/digital-foundry-amd-fsr3-hands-on-promising-image-quality-but-there-are-problems.1662072/|publisher=neogaf.com|access-date=2025-12-19}}</ref> ===== 📌 What’s missing from AMD docs but implied ===== AMD doesn’t yet publish one single authoritative “here’s how to configure GPU/driver/monitor for best experience with FSR Frame Generation + VRR” guidance like NVIDIA does with Reflex + DLSS. However, the technical behavior of their frame pacing and swapchain code clearly relies on a stable presentation rhythm (which VRR + capped framerate + VSync provides). GPUOpen<ref>{{cite web|title=GPUOpen|url=https://gpuopen.com/manuals/fsr_sdk/techniques/frame-interpolation-swap-chain/|publisher=gpuopen.com|access-date=2025-12-19}}</ref> ==== 🧩 Summary of the AMD-linked evidence ==== | Claim | Supported by AMD sources? | | --------------------------------------------- | ------------------------------------------------------ | | Frame Generation works with VRR | Implied by pacing docs, not explicitly a guide | | AMD FG benefits from syncing to refresh | Technical docs show pacing logic reacts to VSync/VRR | | Limits / caps help performance/tear avoidance | Recommended by reviewers, confirmed by pacing behavior | | AMD provides clear published settings guide | ❌ No official single page yet | ==== 📌 If you want the actual AMD links to read yourself ==== Here are the authoritative docs I used above: 🔗 AMD FSR technologies overview — AMD official (FSR including Frame Generation) AMD FSR Technologies page (official) 🔗 AMD FSR Frame Generation manual / swapchain — AMD GPUOpen official docs AMD FSR Frame Generation Swapchain docs (official) If you want, I can pull direct quotes or screenshots from the specific AMD technical documentation about frame pacing and how VSync/VRR interacts with the frame generation swap chain.
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