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When using frame generation, you want to maintain the same exact framerate without dips to keep the frame pacing steady. In my case, I use an AMD Vega 64, so I use "Radeon Chill" in the AMD Radeon Software application to set my max framerate to 60fps - but for Nvidia users, you can set your maximum framerate in Nvidia Control Panel. Sometimes I do get some motion artifacts, usually with the in-game HUD/Crosshair. This is due to frame pacing. A perfect constant 60fps with LSFG will result in an immensely better looking/feeling experience than a framerate that fluctuates even by a tiny bit; The more generated frames that don't sync to natural frames will look like screen tearing on crack.
The whole point is to render at half your monitor's refresh rate and if you have an uneven numbered refresh rate like 165hz, or 170hz, just create a custom profile in your Graphics Card Software that is even, then in whatever game you want to use this app on, set the framerate to HALF that refresh rate, but make sure you are getting that framerate constantly and not going up and down at all.
What I personally did was cap Star Citizen at 30fps, and use 1920x1080 borderless mode to upscale to my monitor's resolution of 2560x1440. I was able to both upscale, and use Frame Generation and I get constant fluid gameplay. Now of course when I get on the train in New Babbage to head to the commons, it's got some quirks and frame problems, but that is to be expected even without using Frame Generation.
ALSO --- DO NOT use any of the rendering options while using Frame Generation as it is known to cause issues, especially the VRR Support and HDR Support ones. The only one that works pretty much every time is "Draw FPS" which just shows your current framerate.
Hope this helps!
I did tinker with Star Citizen since yesterday, and the settings combo that works the best for me is as follow (also considering that i'm using a 60hz monitor @1080p) :
I tried the 30 -> 60 fps minimal setup by capping SC fps to 30 (using RTSS for that).
It did work and was not bad, although i got artefacts/blocks on the sides while moving camera quickly horizontally. Although exploitable, not that great,
The best result i got as for now is by having, vsync off in SC, not locking the fps at all (no RTSS capping). Then creating an entry in nvidia driver -> 3d program parameters, specifically for Losslessscaling.exe, and applying Vertical sync => Fast (aka Fast-Sync option). This is a bit tied to my 60hz setup as this alone seem to allow LSFG to framegen beyond the 60 hz/frames monitor limit. The framegen then goes up to 120 fps and the driver applies nvidia fast-sync.
Now just tinkering with double-buffering and allow-screen-tear option to see eventually what feels the best.
I'm not capping the fps so obviously its not the best for framepacing, but that seems to work decently well still and bring better smoothness in the most heavy areas. But for sure it won't do magic when the underlying game engine rendering has quick & heavy framerate swings down into the 20fps territory.