I’m still a bit confused as to why in game FSR is important. I have frame generation (Fluid Motion Frames) turned on in Adrenaline and am getting almost double my usual FPS in MSFS2024 and without any blurring of displays (I leave TAA set in MSFS settings).
I know driver-level frame generation isn’t meant to be as good, but the sim looks fab and runs well.
FSR is not just frame generation. It’s also upscaling and the upcoming FSR4 requires at the very least FSR3.1 support from the games so you can force it. It’s a huge quality boost versus the FSR version that the game currently has.
Unknown as of yet how it compares to DLSS4, but right now if you have an nVidia card, almost no reason to not run DLSS4 on Quality mode, as the quality is basically the same as native. Extra FPS.
It’s way much better, as it’s in the code. AFMF doesn’t have too much info to work with, hence the artifacts. If we can believe AMD, FSR4 will bring 2-3x performance increase -but we will see that. Also, it’s a different technology now, FSR4 will be AI based, even previous versions were outdated technology. When you think about these two: FSR is how it should be and AFMF is a workaround only. Works, but not ideal (like when you have a bug in msfs, and they give you a temporary ‘solution’ until a fix).
So with official FSR3.1+ support built into the game:
no more workaround
you’ll get the latest and best FSR version launching now with 9000 series AMDs (FSR4 which is a game changer vs FSR3.1 and requires minimum FSR3.1 native implementation which allows overriding with newer versions via the AMD driver , similar to DLSS4 now)
You’ll get same or better than you have now.
Don’t resist.
Resistance is futile
Btw, I’m running a 4070 Super, what am I doing here
AFMF is worse for me than Lossless Scaling. Clear artefacts in glass cockpits when quickly panning and just not as smooth overall. The other problem I have is the AMD software seems to get confused by the multitude of other apps launching with MSFS so if it “sees” gsx pro last (couatl64.exe) it will not enable AFMF due to it thinking it’s not a DX11 or DX12 app. Radeon Chill to cap frames is not working for me either currently. Hoping v2.1 if AFMF will improve things since there doesn’t seem to be any rush to implement fsr 3.1.
Not really something that I am interested in but I do have one question. Can xbox use FSR?
Taking into account what has been said in the past, if it can then you stand a chance of it being supported but if not I can’t see them implementing something not supported by both the platforms.
Not trying to pour cold water on anything it is purely an unbiased observation.
Yes, AMD updated the FSR SDK to have native Microsoft GDK support so that the tech can be used on Xbox. This was back in October 2024 with the FSR 3.1.2 update.
FSR 4 has been tested alongside the new RDNA 4 GPUs, and it is looking incredible. Way better image quality than FSR 3.x, and it’s even highly competitive with DLSS 3.x (the legacy CNN models). In particular the handling of animated textures and objects with no motion vectors is greatly improved, which means FS2024 could benefit from less ghosting and smearing of glass displays.
AFMF2.1 looks good to me (assuming you can get it to recognise MSFS and not one of the child processes like fenix.exe or axis and ohs). Based on a quick test at DD EPWA which I find quite punishing performance wise the base frame rate is higher than Lossless Scaling beta 3.1 (41 vs 37) and artifacts wise it looks about the same as the LS fixed scaling. The new adaptive scaling in the beta looks worse to me. Both options struggle where you have lots of closely spaced vertical or horizontal lines in a texture like the louvres/metal grilles on air bridges or terminal buildings like this one:
I wouldn’t agree. The detailed comparisons show that FSR 4 loses to DLSS 3 in very few situations, while in most of them it is as good or even better, and sometimes even wins against DLSS 4. The new video by Hardware Unboxed goes into more detail.
They all have their own imperfections, but at this point DLSS is no longer a superior solution to FSR. It all comes down to game support now.
It’s between DLSS3 and DLSS4, with a bit more performance than DLSS4 since it’s a hybrid model.
Since people (myself included) are happy with DLSS3, I think FSR4 is great and should be added ASAP to FS2024 (along with the latest DLSS implementation but that’s a different thing), considering the performance requirements of the sim.
Today Martial confirmed FSR 3.1 support will be added to FS2024 with Sim Update 2.
Good thing with FSR 3.1 support is that any game that supports it you can enable FSR 4 in the AMD software but you need a graphic card from the 9000 series. So yes, FSR 4 is coming!
Check timestamp 00:29:24 in the developer Twitch stream.
As any frame generation technique, it is far from perfect. The UI refreshes at half rate (native frame rate) which can make it appear stuttery, but unlike DLSS FG it doesn’t suffer from garbling. There are some artifacts around the aircraft when panning in external view and landing, and the reprojection seems to be incorrect towards the edges of the screen (can also be observed when rotating the globe in the menus). But overall, it is a massive improvement over AFMF and I would consider it fairly usable even on my 60Hz monitor.
The quality of the upscaling has also been improved, and undersampled parts now appear smoother, less grainy. This was particularly noticeable when switching views.
Asobo said a while ago that once they add FSR 3.1 support to FS2024, they would backport it to FS2020. However, they recently stated that SU16 will not be released until after SU4 for FS2024 is finished, so it will have to wait a while.