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Unfortunately it also makes the in-game cursor disappear.
Either way, i can't wait to try it out on other stuff.
I go from 90 to a crappy and stuttery 58
Is it different for every game or something? Why not compile the information and just post it here?
Please ensure that the one nasty flaw of AMD's version is truly gone! (The feature that causes Frame-Generation to be disabled while moving the camera too quickly. I'd rather have a very blurred image during fast motion than have Frame-Generation disabled and experiencing choppiness.)
I've tried these games, with a Radeon RX 6400 card (driver version 23.12.1, and a PCIe 3.0 x4 connection), and a 1920 x 1080 monitor set to 60 Hz, and Windows 10 (x64):
"Insomnia: The Ark" (DirectX 11):
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I locked it to 30 FPS with the "RivaTuner" Program. (It doesn't have an in-game setting to lock it to 30. It uses Unreal Engine 4, so it probably could be locked to 30 with an "ini" file, but I haven't tried.)
Frame-Generation functioned correctly while using an "ini" file to enable strong Motion Blur (yes, I love Motion Blur. I'm not joking). I tried again with Motion Blur disabled, and Frame-Generation still functioned correctly, but it had the usual visual disturbances that are commonly associated with this form of Frame-Generation (while turning the camera quickly). But those visual errors don't bother me. I'm mentioning this because those visual flaws either didn't appear while Motion Blur was on, or were too blurred to notice.
"Final Fantasy XV" (DirectX 11):
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I locked it to 30 FPS with the in-game setting.
Frame-Generation functioned correctly, with the normal visual flaws while turning the camera quickly.
"Final Fantasy XII: The Zodiac Age" (DirectX 11):
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I locked it to 30 with the in-game setting, but Frame-Generation doesn't work. Setting the in-game setting to 60 and using RivaTuner to set it to 30 is not the correct solution, because this game's logic is tied to the frame-rate. If it's set to 60, but locked to 30 with an external program, it will be slow-motion.
Important Note:
During the past few months, I've tried the Preview driver of the driver-based Frame-Generation feature of Radeon cards, and THAT method correctly caused Frame-Generation to work while this game was set to 30 FPS (but it was nasty, because turning the camera too quickly caused Frame-Generation to be de-activated. It had the normal visual flaws associated with this form of Frame-Generation while turning the camera quickly, but those completely don't bother me, but the factor that DISABLES it while turning the camera will bother me forever.)
The Frame-Generation feature of this "Lossless Scaling" program functioned correctly with "Insomnia: The Ark" and "Final Fantasy XV" while I set them to 1920 x 1080 with the in-game menus (the same resolution of my screen). I tried your suggestion to try a smaller resolution with Final Fantasy XII, so I set it to 1280 x 720 (Windowed Mode) and scaled it with Lossless Scaling's "FSR" method, but Frame-Generation still didn't work.