this post was submitted on 28 Sep 2025
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I was trying out FSR4 on my RX 6800 XT, Fedora 42. Works really well and it easily beats FSR3 in visuals even on Performance. It does have a significant performance hit vs FSR3 though but it still works out to be a bit faster than a native rendering on Quality.

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[–] WereCat@lemmy.world 1 points 2 days ago (1 children)

It's kinda the same thing. You get input lag based on the real framerate. Since interpolation requires some extra performance the base framerate will likely be a bit lower than the framerate without interpolation which will case an increase in input lag while providing smoother image.

[–] victorz@lemmy.world 1 points 2 days ago (2 children)

It seems that the input lag is more perceived, rather than actually experienced, from what I understand. Like if you go from 30 to 120 fps, you expect the input lag to decrease, but since it stays the same (or slightly worse), you perceive it to be much more severe.

[–] DarkAri@lemmy.blahaj.zone 2 points 1 day ago (1 children)

The frame rate isnt going from 30 to 120 FPS. It's actually going from 30 to like 20. The rendered frames are different then the CPU frames which handles the game loops, (physics, input, simulation, etc)

[–] victorz@lemmy.world 1 points 1 day ago (1 children)

Not sure we have the same definition of frames here.

[–] DarkAri@lemmy.blahaj.zone 2 points 21 hours ago (1 children)

Generated frames are created using a neural network, they have nothing to do with the actual game scripts and game loop and input polling and stuff. FSR does generate frames to interpolate between real frames but things like physics and input are not being generated as well. It's only visual. I guess maybe you have to have some basic knowledge about how a computer program and game engine works to understand this.

Basically the CPU steps through the simulation in steps. When you use frame gen, if it lowers the actual frame rate, then the CPU is making less loops per second over everything, like the physics updates, input polling(capturing key presses and mouse events), and other stuff like this.

[–] victorz@lemmy.world 2 points 11 hours ago

Oh yeah, now I remember why there's more input lag with frame interpolation turned on. Taking a shot right now and now it pops into my head.

Anyway, it's because while the frame interpolation adds more frames per second, the "I-frames"—or real frames—you're seeing are lagging behind one I-frame. This is because it can't start showing you interpolated frames until it has two frames it can interpolate between.

So you won't start seeing I-frame N-1 until I-frame N (the latest I-frame) has been generated, thus creating extra input lag.

Someone correct me if I'm wrong, I'm supposed to be asleep...

[–] WereCat@lemmy.world 1 points 2 days ago (1 children)

yes, that’s why FPS in this case is not a good measure of performance

[–] victorz@lemmy.world 2 points 2 days ago

Very much so. The very reason why we want more fps is to have less input lag, that's my personal take anyway. That's the only reason why I have a beefy computer, so the game can respond quicker (and give me feedback quicker as well).