AMD promises less fuzziness and flicker with its improved FSR 3.1 upscaling algorithm.

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AMD promises less fuzziness and flicker with its improved FSR 3.1 upscaling algorithm.

AMD has announced a new version of its FidelityFX super-resolution upscaling: FSR 3.1. The new and improved upscaling algorithm includes improved temporal stability, essentially reducing the annoying flickering that could be present in details in previous versions.

Flickering was the bane of FSR. Small details (often far from the player's view) would flicker and disappear as the upscaling algorithm tried to figure out which details to preserve when they were only a few pixels wide. It can be worse when moving, but according to AMD, there is "less flickering, shimmering, or 'fizziness' around moving objects"

both "at rest and in motion"

.

There are some comparison shots in the Ratchet & Clank blog post using FSR 2.2 and FSR 3.1; in 3.1 the flickering is noticeably improved and the ghosting is gone. However, this is not a comparison between 3.0 and 3.1, so you may find that 3.1 is less pronounced; it is worth noting that some of the detail in the FSR 3.1 image appears to have been erased by the temporal improvement, but these little gifs are not the best way to compare anything They are not. [AMD has also decided to "decouple" the FSR 3 frame generation technology from FSR 3. This is an appropriate decision following Nvidia's decision to separate its frame generation technology from DLSS, but AMD's upscaling technology will prove more useful as it works on all graphics cards, not just their own graphics cards potential.

So far, only "Ratchet & Clank" has been confirmed to be updated to FSR 3.1. We'll have to wait and see, but it seems likely that Starfield will too; according to AMD, developers will have access to FSR 3.1 starting in Q2, which is only a few weeks away.

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