#AMD Frame Generation doesn't work in Miles Morales
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- Keep in mind that your input rate will stay the same or even be reduced, so although smoothness and motion clarity will be improved, input lag will not decrease with the higher FPS. On slower GPUs, activating FG while GPU-limited will have a base FPS reduction which worsens input lag.
- Most FG tech require or recommend Hardware Accelerated GPU Scheduling to be enabled.
- The display should have a refresh rate at least 3 higher than the final FPS. (e.g. a 144Hz display for a maximum of 141 FPS after FG)
- You may need to enable Vsync using external methods such as NVIDIA App/Control Panel as the in-game option may be disabled while FG is active.
Please use the /latency command for further details on what's considered an acceptable latency. Note that for each FG tech, an acceptable base FPS is also listed, which likely will result in an average PC latency of around 75ms or less, if met.
DLSS FG
- 40+ to 80+ (2x) / 120+ (3x) / 160+ (4x)
- DLSS FG requires explicit game support.
- DLSS FG (2x) requires a RTX 40 series GPU or newer.
- DLSS Multi Frame Generation (MFG) (3x and 4x) requires a RTX 50 series GPU or newer.
- DLSS FG will automatically turn on NVIDIA Reflex, a latency reduction tech, with no option to turn it off.
- With the newest model, VRAM usage increase should be negligible with the 2x option, and slight to moderate for 3x and 4x.
Smooth Motion
- 60+ to 120+
- Smooth Motion can be applied to DirectX 11 and DirectX 12 games from the NVIDIA App.
- Smooth Motion requires a RTX 50 series GPU or newer. Support for RTX 40 series GPUs will arrive in a future update.
- Due to the way Smooth Motion works (at the very end of display chain of a game), the quality and latency impact will be worse than an in-engine FG implementation.
- Can be stacked with other FG methods.
FSR3 FG
- 60+ to 120+
- FSR3 FG requires explicit game support.
- FSR3 FG recommends a RTX 20 series GPU or newer, or an AMD RX 5000 series or newer.
- It is possible to replace DLSS FG with FSR3 FG in single-player games where needed (e.g. games that don't allow you to use DLSS SR with FSR3 FG).
- VRAM usage is in between DLSS MFG x3 and x4.
Fluid Motion Frames (AFMF)
- 60+ to 120+
- Due to the way AFMF work (at the very end of display chain of a game), the quality and latency impact will be significantly worse than an in-engine FG implementation or Smooth Motion.
- Disables itself with significant camera movement.
- Can be stacked with other FG methods.
- Can be stacked with a hybrid GPU setup (i.e. Radeon GPU performing display output while another GPU is rendering the scene, similar to laptops with hybrid graphics.)
Lossless Scaling
- 60+ to 120+ (for x2)
- Third party, paid software.
- Due to the way Lossless Scaling works (at the very end of display chain of a game) , the quality and latency impact will be significantly worse than an in-engine FG implementation or Smooth Motion.
- Can be stacked with other FG methods.
Exercise strong caution in the following situations before enabling frame generation; it may cause adverse effects in performance, frame pacing, and latency.
Low FPS
Your base input is your final displayed FPS divided by the FG factor.
- Base input rate lower than 40 FPS for DLSS FG
- Base input rate lower than 60 FPS for all other FG
- Also check /latency for details on how much latency is too much
Low GPU Performance
You may be able to obtain a higher FPS using FSR3 FG, but you will forfeit latency reduction from Reflex, if you're currently using it.
- A GPU slower than the equivalent of a 4060 Ti for 1080p
- A GPU slower than the equivalent of a 4070 for 1440p
- A GPU slower than the equivalent of a 4080 for 4K
Low VRAM
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Enabling ray tracing will cause you to use about 1-2GB of extra VRAM, so be careful!
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DLSS 4 x2 FG's VRAM impact is considered negligible and do not need to follow the below guidelines, except when multitasking with other VRAM-using apps or when right on the line
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If you're currently not using any upscaling to start with, strongly consider enabling DLSS Super Resolution to provide some VRAM relief.
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Some games have the highest setting of a given visual effect use up a significant amount of video RAM for little or no visible benefit. These settings may be worth tweaking, if these are already at or near their maximums. Make sure to refer to a tweaking/quality guide for the game to be sure.
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Multisampling Anti-Aliasing (MSAA)/Supersampling Anti-Aliasing (SSAA)/Render Scaling over 1.0 (100%/native res)
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Texture Quality/Texture Resolution/Texture Pool Size/Texture Cache
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Shadow Resolution/Shadow Quality
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Global Illumination Quality
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Hair Quality
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6GB or less VRAM in previous gen games and/or games with a viable mobile version.
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8GB or less VRAM in current gen, non-mobile games for 1080p
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10GB or less VRAM in current gen, non-mobile games for 1440p
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12GB or less VRAM in current gen, non-mobile games for 4K
Also, what is your monitor Hz and resolution?
We are not supporting any third party hacks/tweaks/modifications done to the game
Your mileage, support or even peformance may be impacted using any conversion dll (Like DLSS to FSR) that was not intended by the game and developer
Have you read the part on low end frame generation?
Frame generation isn't peformance boosting mind you
Frame gen are like taxes, where the benefits are only seen if you are rich/can afford
Your GPU is weak for FG
since you're hitting 100 FPS anyways, I don't see the point of FG
Plus, FG has screen tearing and stutters if it exceeds your monitor frame rate