This summary of the video was created by an AI. It might contain some inaccuracies.
00:00:00 – 00:21:20
The video focuses on utilizing AMD's open-source FSR 3 technology and Nvidia's frame generation features to enhance gaming performance across various titles and GPUs. It provides detailed instructions and demonstrations on modding games like Cyberpunk 2077, Spider-Man Miles Morales, A Plague Tale: Requiem, Starfield, Atomic Heart, and The Witcher 3. Key points include improving frame rates, reducing latency, and navigating potential issues like ghosting and artifacting. It contrasts AMD's open-source approach with Nvidia's restricted support for older GPUs, advocating for broader accessibility to advanced graphic features. The speaker concludes by celebrating the open-sourcing of episode 3 and looking forward to future updates and tests.
00:00:00
In this part of the video, the speaker announces that AMD has made FSR 3 open source, allowing the community full access to its code for implementation in various applications. A UE5 plug-in has been released, meaning many games using that engine could soon include FSR 3 frame generation. AMD’s decision marks a significant difference from Nvidia, which restricts its equivalent feature to its 40 series cards. The speaker warns against using this mod in multiplayer games due to potential conflicts with anti-cheat programs and notes that an Nvidia RTX graphics card (20 series or 30 series) is required. The video also mentions upcoming tests in different games and gives a brief shoutout to a sponsor, ug Green, highlighting their powerful and efficient chargers. Lastly, the speaker references a tutorial for implementing frame generation mods on Reddit and other available guides.
00:03:00
In this part of the video, the creator demonstrates how to install a mod for enhancing Cyberpunk 2077’s performance on an RTX 380 GPU. They start by locating the game files and copying necessary mod files into the appropriate directory. They also execute a registry tweak to disable Nvidia signature checks, which allows the mod to function. After modifying the game files and updating the registry, they test the changes, showing an increase in FPS from around 100 to 170. To illustrate the impact further, they experiment with path tracing and DLSS quality settings, achieving approximately 30 FPS despite severe performance loads. Throughout the test, they clarify that the mod doesn’t alter the game’s UI but improves frame generation and performance.
00:06:00
In this segment of the video, the presenter experiments with turning on frame generation using FSR 3 to enhance gaming performance. Initially, the latency is around 62 to 67 milliseconds, and DLSS super resolution is adjusted from auto to quality. The presenter notes that while the HUD elements render at low FPS, the rest of the game benefits from frame generation, though not perfectly. They turn off frame generation to observe the difference, noting 37 FPS with DLSS quality and full RT overdrive, which is suboptimal but improves with frame generation.
The presenter questions why NVIDIA doesn’t support older GPUs with this technology and hints at showing side-by-side gameplay comparisons later. The segment ends with performance insights on the RTX 3080, showing that frame generation allows for very high FPS and smooth gameplay, even in demanding settings like RT Ultra in Cyberpunk, where latency isn’t felt as bad. DLSS quality provides good performance, and frame generation adds smoothness and low latency, making gameplay feel responsive.
00:09:00
In this segment of the video, the speaker demonstrates using frame generation to maximize monitor smoothness. They note the potential impact on image quality, mentioning Cyberpunk and Spider-Man Miles Morales. The speaker showcases Cyberpunk’s frame generation issues, highlighting ghosting effects. They then illustrate how to mod Spider-Man Miles Morales to activate frame generation, showing how it copes with high settings at 1440p. The tests reveal that enabling FSR 3 frame generation can overcome CPU limitations, although it may worsen latency and overall experience. The segment concludes with a comparison of performance metrics before and after enabling frame generation.
00:12:00
In this part of the video, the speaker discusses the latency issues and performance impacts of using frame generation in a specific game. They conclude that turning off frame generation improves the experience on a 30 series GPU, as enabling it currently degrades performance. The speaker then moves on to test a mod for “A PL Tail Requiem,” finding that the mod works seamlessly, allowing for Nvidia DSS frame generation which significantly improves the frame rate and smoothness of the game. They highlight the need to turn off motion blur to fully appreciate the improvements but note some artifact issues. The speaker expresses a desire to test with a lower power RTX GPU and speculates that as more people use these mods, perceptions of frame generation will improve. They end by mentioning upcoming tests with the game Starfield.
00:15:00
In this part of the video, the speaker is demonstrating how to implement Nvidia low latency and frame generation features into the Starfield game by copying and pasting specific files into the game’s directory. This process seems straightforward and effective, resulting in significantly improved performance metrics: from about 58 FPS without frame generation to 130 FPS with it, though with an increase in latency by approximately 15 milliseconds. The speaker also mentions their anticipation for the official implementation of these features in Starfield, slated for early next year.
They transition to testing FSR 3 in the game Atomic Heart, highlighting some challenges encountered. Despite restarting the game to enable frame generation, the expected improvements in FPS aren’t realized, suggesting possible bugs or incompatibility issues with the mod in its current state. Performance indoors appears much better than outdoors, where the foliage impacts the frame rate. The segment concludes with the note that FSR 3’s current mod might not be needed for this game but expects further updates might improve its functionality.
00:18:00
In this segment, the video discusses testing out The Witcher 3 using different settings and mods. The process involves using DX21, copying specific files, and observing the game’s performance with various configurations. Initially, the game runs at 50 FPS with DLSS frame generation off and on ultra ray tracing settings. Turning on DLSS frame generation bumps the FPS to 80, indicating a significant performance improvement despite some minor artifacting. The discussion highlights how DLSS and FSR 3 can enhance gaming experiences, especially for poorly optimized games when native support is absent. The video concludes by appreciating AMD’s efforts and providing a link for viewers to try the mod themselves, particularly recommending DLSS3 frame generation for 40 series GPUs.
00:21:00
In this part of the video, the speaker announces that episode 3 has now been made open source, expresses their happiness about this update, and concludes by wishing the viewers well and indicating they’ll see them in the next video. The segment ends with a brief sign-off accompanied by music.
