Did you use the AMD remove tool before you installed the driver? If that doesn’t (didn’t) work try DDU first Display Driver Uninstaller, then install the new AMD driver.
You’ve probably seen this but I thought it might be worth a try.
Did you use the AMD remove tool before you installed the driver? If that doesn’t (didn’t) work try DDU first Display Driver Uninstaller, then install the new AMD driver.
You’ve probably seen this but I thought it might be worth a try.
Yes i did, in fact the new driver was working fine with fluid.
It was after installing the SU 15 it didn’t work.
If I remeber correctly, it’s because every sim update changes the exe directory name slightly, so the Flight Simulator specific options in Adrenaline don’t work properly. Setup your global profile for AFMF and it should work normally.
Does anyone know if i can run AFMF in VR successfully?
If enabled i have very stuttery scenery, weird, it’s like a smooth stutter experience
I mean, the scenery scrolls not soft by, it’s like it jumps by in bigger steps with a good framerate. Not really nice.
Using a 6900 with 5950, 64gb + hp reverb G2.
It doesn’t work in VR…
Thats bad, because Nvidias FG works quite well
You sure? FG doesn’t work in VR
Well, some months ago we always did group flights with the Flyinside 206B users (and Rotor Rick) and there were 2 guys who used it and they said its funtastic. Thats all i can say.
There he says it, he got FG on and it doubles it.
Hi,
Im also getting the issue since the update. Can you go into a little more detail on this please?
Adrenaline recognizes games/software and allows separate “Graphics” profiles specifically for those, however the install paths for the flightsimulator.exe also includes the current version number, so Adrenaline sometimes has trouble finding it between launches of new Sim/World Updates and Adrenaline updates. This causes it to revert to it’s “Global Gaming Experience” setting, which if not set to HYPER-RX will normally cause AFMF to be disabled.
Ok thanks, i’ll try this when i get chance.
Great point! For global gaming experience, I have it set to custom with just AFMF/Anti-lag turned on as the default.
In the global display section, I have freesync turned on as the default since it is recommended for AFMF.
You can always adjust things in the game specific profiles if you want something different.
Hi Maxisone,
I just read your post and I am having a similar setup.
5900X with a 6800XT
I am puzzling around with AFMF and I think it is a great improvement performance wise, though I am still seeing artifacts when panning around with the camera.
So I tried the things you explained in this post, RTSS frame rate limit at 30, and thisgave me, like you explained 60 fps steady, which is awesome, but and there is a big but. I am seeing lots of distortion when panning again. Lines like taxi lines are getting teared an dblurred.
Is this something you see as well?
What am I missing.
I turned off Riva tuner for now. Giving me 100fps on cruise as a result, but a better image quality.
Not perfect, but better than with RTSS.
Mark
AFMF should only be used when you can achieve 60 FPS without it, so doubling to 120 FPS according to AMD. Going below 60 FPS base frames leads to those artifacts.
Hello
I don’t have any distortion with my setup when panning. I will report my current settings when i get home as i have made some minor adjustments since getting fluid motion frames to work since last year.
I must add that locking to 30 is a touch low. but it does not have to be 60 base frames as the poster above me is alluding to. 40-45 is decent.
Thanks, much appreciated.
Looking forward to it.
60 fps as base pre-doubled rate is the officially recommended figure from AMD (IIRC NVidia recommends the same for their equivalent feature)…
…obviously mileage seems to vary and plenty of people are finding it useful even at lower base frame rates!
Just beware that the lower the base frame rate, the higher the added input latency and the more likely you are to notice artifacts in fast-moving scenes (of which panning is the #1 culprit in MSFS).
60 fps is recommended because it was tested over a large range of games.
This is Flightsim, which operates rather decently at less than 60fps. We are also well aware of lag implications … to which i again state. This is Flightsim… the extremely minor lag accrued is not going to be the dealbreaker in using the technology Especially if the end user has decent equipment that allows good frame pacing while AFMF is engaged.
At the end of the day its up to the end user to use or not use the technology but please do not discourage people from at least trying to use the tech by bringing up this “minimum 60fps” stuff
Thanks, this makes total sense then.
I now have 70ish fps on larger airports, so thats like 35ish base fps. This allows me to experience a smooth approach. So I have to accept the trade off here.
So what would be the next step forward?
FSR3 right? We have to wait for that, to be natively implemented.
Is it safe to assume that we can see this feature on launch of MSFS2024.
Hi, I have a new issue with AFMF, whenever I first launch MSFS, the AFMF runs fine but then after one hour or so of flying, it suddenly becomes inactive. I thought that it might be because because I alt tab on the monitor I play MSFS, so to debunk that I did a flight where I did not alt tab on the monitor that msfs is running on and only msfs was on the monitor and even so after a few mins, the AFMF went from running to inactive. So the pattern is that if I close an relaunch game, it will continue remaining inactive but if I restart my computer and then launch the game AFMF will work and then before inactive after an hour. I run a dual monitor setup, 1080p, game is on full screen, no vsync, freesync is enabled and the monitor I use has freesync premium (second monitor is a cheap 60hz monitor).
Ryzen 5 5600x
RX 6800XT