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AMD Fake Frame Image Quality, AFMF, & FSR 4 vs. FSR 3.1 Comparison

AMD Fake Frame Image Quality, AFMF, & FSR 4 vs. FSR 3.1 Comparison

Sometimes, you can see ghost images, such as in Kratos’ swing over this snowy background, where there’s a blurring of the axe and arms as AFMF, or Advanced Fluid Motion Frames from AMD, interpolates in-between frames. 

We’ll also talk about FSR 4 vs. prior FSR iterations and native: In some scenes, like the one above, image clarity and stability are greatly improved over prior FSR versions. 

The Ultramarine’s armor and hanging cables both show significant improvement in the newer version versus the older.

In other scenes, like the one above showing an air assault, we can see heavy warping with FSR 3.1, but still modulation with FSR 4 for the flying units. 

The ground assault shows issues with shadows pulsing underneath the Tyrannids in both versions. 

Smeared trails behind NPCs and barrels are improved upon with FSR 4, but sometimes still present.

So, we’ll be looking at AMD’s Fidelity FX Super Resolution version 4 with the new RX 9070 XT (read our review) GPUs and comparing it against the prior version. This is an image quality specific test, and like we said in the NVIDIA coverage of DLSS and MFG, not all fake frames are created fake equal. This will look at that in part. What we’re not doing here yet is comparing FSR 4 and AFMF to DLSS and MFG. That might be a later piece if there’s interest, but we need to lay the groundwork for each technology independently first.

One important thing to remember with all of this, just like with NVIDIA’s that we looked at, is that we’re closely inspecting these images today for image quality. That means we’re pausing things and zooming in. In real play, it’s likely that some of these differences would go unnoticed at full speed and “zoomed out.” One other note is that YouTube/video compression makes things sometimes difficult to fully appreciate.

Let’s get into it.

FSR 4 Overview

AMD’s FidelityFX Super Resolution (FSR) upscaling has finally moved into the “AI” buzzword era with FSR 4’s machine-learned Convolutional Neural Network (CNN) model co-developed with Sony. Sony and AMD announced a collaboration effort back in December of 2024, dubbed “Project Amethyst.”

Sony strongly implied that it’s going to use a rebranded version of FSR 4 as its own “PSSR” in order to target 1080p native rendering on the PS5 Pro, but with the upscaler doing the work to output a good looking image at “4K.” 

On the PC side, FSR 4 will only run on the new Radeon RX 9000 series graphics cards for the time being, with no official word on back-porting to RX 7000. We’re unsure at this time whether it’s a technical limitation or a product segmentation move on AMD’s part.

The official support list for FSR 4 has 36 games at the time of writing, which is late March. That’s not a lot, but the number will hopefully grow as more games are updated. Several of the listed games are big Sony titles as well, indicating that the company is serious about utilizing the tech, but also shows the partnership between them.

The previous generation, FSR 3.1, is technologically distinct from its predecessor (FSR 3) by way of being implemented as a modular .dll file rather than being entirely baked-in to the game. This paves the way for future revisions of FSR to be more easily implemented by the game developers or just in general.

FSR 4 also uses a .dll file, and can be swapped-in officially in FSR 3.1 games via a driver-level override in AMD’s Adrenaline software in a very similar way to NVIDIA’s DLSS override. However, the games have to also be on AMD’s official whitelist to get the toggle to appear in the driver software. 

Unofficial tools like OptiScaler open the door for a lot more flexibility, but we haven’t tested them yet so we can’t make a recommendation, but there’s stuff like that out there.

AFMF 2.1 Overview

AMD also includes in-game frame generation, or “fake frames,” under its FSR umbrella, and we haven’t seen any indication from AMD that its in-game framegen algorithm has changed since FSR 3.1. 

In AMD’s words, “Advanced frame generation interpolation technology when used with AMD FidelityFX Super Resolution (FSR) 3 inserts 1 frame between existing ones.”

However, AMD also has separate driver level frame generation known as Advanced Fluid Motion Frames (AFMF) that can be applied without in-game support. AFMF 2.1 is a new introduction alongside FSR 4.0. To use it, you need AMD Software: Adrenalin Edition 25.3.1 or newer, RX 6000 or newer, and a DX11, 12, or Vulkan game. RX 6000 only supports AFMF in exclusive fullscreen mode, while RX 7000 and newer support borderless windowed, and the AMD 9070 (read our review) reviewer guide stated that “in-game display setting should be set to borderless fullscreen mode.” 

And that’s a lot of rules, but keep in mind that Smooth Motion, NVIDIA’s answer to AFMF, is exclusive to the RTX 50-series. 

NVIDIA has stated that “support for GeForce RTX 40 Series GPUs will be coming in a future update.” 

We’re focusing on AFMF 2.1 here, so this isn’t a direct 1:1 equivalent to the piece we just ran on NVIDIA’s in-game frame-gen, but we’ll also be looking at the frame generation performance for AMD. For this article, the performance we care about is image quality, and not the actual literal framerate performance. That will be a separate test along with potentially latency. 

This is an isolated test so that we can build foundational knowledge first, just like we did for NVIDIA. The direct comparison would be NVIDIA Smooth Motion versus AMD Fluid Motion Frames, but we’re focusing on just AMD today. That comparison may come later.

As for FSR testing, our FSR comparisons will focus on FSR 3.1 vs. FSR 4, with a couple references to native capture as an anchor. We captured everything at 4K resolution with FSR running at the Performance preset, meaning it’s upscaling from 1080p base render resolution. We disabled anti-aliasing, camera effects, and motion blur where possible to get the cleanest images we could.

The objectives today are purely image quality, not performance. We’ll be comparing frame-by-fake-frame image quality, FSR iteration quality, and looking at behavioral patterns in general.

Let’s get into the image quality comparisons.

Warhammer 40,000 Space Marine 2

First up is Warhammer 40K Space Marine 2. Like everything else we tested for this piece, FSR 4 support comes by way of the driver-level override. We used the High graphics preset, turned off camera shake, and set motion blur to off; however, we found the latter doesn’t actually work and motion blur persists regardless, but that’s a game thing.

Armory

We’ll start the comparisons with a scene in the Armory, or “Armouring Hall” in native Grimdark. Even before walking forward, the difference between FSR 3.1 and FSR 4 is stark. Static elements like the floor of the walkway that shift and shimmer heavily with FSR 3.1 are now stably locked-in. On top of that, the entire image is much clearer and more detailed. 

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