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AFMF

AMD FSR 3 and Fluid Motion Frames Arrived on September 29, 2023—Here’s What Changed Since

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AMD launched game-integrated FSR 3 on Friday, September 29, 2023, in Forspoken and Immortals of Aveum. On the same day, it released a separate technical preview of driver-level AMD Fluid Motion Frames (AFMF). They both create interpolated frames, but FSR 3 requires game integration while AFMF works through Radeon Software and has different compatibility and artifact trade-offs.

What AMD released on September 29, 2023

The original announcement was a launch event, not a permanent list of only two supported games. FSR 3 debuted in two titles, while AFMF was offered through a preview Radeon driver for a wider range of games. HotHardware reported the launch and its limitations on September 29, 2023 (HotHardware).

Technology What launched that day Deployment
FSR 3 Forspoken; Immortals of Aveum Integrated by each game developer
AFMF preview Broader technical-preview compatibility beyond the highlighted launch games Enabled through AMD Software and the preview driver

Avatar: Frontiers of Pandora, Crimson Desert and Warhammer 40,000: Space Marine II were announced as forthcoming FSR 3 titles at the time; they were not launch-day releases.

FSR 3 and AFMF are not the same feature

FSR 3: game-integrated frame generation

FSR 3 extends AMD’s temporal upscaling approach with frame generation. The game supplies motion vectors, depth and other temporal data; FSR 3 combines that information with optical-flow processing to synthesize an image between two traditionally rendered frames. AMD’s technical overview describes the process and later FSR 3.1 revisions at GPUOpen.

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Because the engine exposes its rendering data, an integration can account for camera motion and HUD elements more intelligently than an outside driver. The generated image is still synthetic: a higher displayed frame counter does not mean the GPU rendered every displayed frame from new input.

AFMF: driver-level interpolation

AFMF applies frame generation outside the game. It does not require a title to add FSR 3 code, but the driver has less knowledge of the engine’s UI, motion vectors and scene events. That broad reach comes with more conditions around API, fullscreen mode, overlays, pacing and image artifacts. AMD’s current AFMF documentation is at AMD Software: AFMF.

The hardware guidance: 2023 versus now

Launch-era FSR 3 guidance

For the 2023 release, HotHardware reported AMD’s recommended minimum class as Radeon RX 5000, GeForce RTX 20-series or Intel Arc A-series graphics, with enforcement varying by game. FSR 3 was designed as a cross-vendor, game-integrated technology rather than an AMD-only switch. AMD recommended beginning with about 60 rendered frames per second before enabling generation for a good experience; that was guidance, not a guarantee.

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Current FSR compatibility

AMD’s current FSR page lists frame-generation compatibility from Radeon RX 5000-series and up, while FSR upscaling can begin with Radeon RX 590-series graphics. A title must still include the relevant integration. AMD says it does not provide technical or warranty support for enabling FSR on other vendors’ cards, even though the technology is intended for broad hardware support. Check the changing game list at AMD’s supported-games page.

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Current AFMF 2.1 requirements

  • Radeon RX 7000-series desktop or mobile graphics, and newer supported platforms, for HYPR-RX and borderless-fullscreen use.
  • Radeon RX 6000-series graphics for exclusive-fullscreen mode.
  • AMD Software: Adrenalin Edition 25.3.1 or newer.
  • Windows 10 or Windows 11.
  • Games using DirectX 11, DirectX 12, Vulkan or OpenGL.
  • VSync disabled in both the game and driver; FreeSync is recommended.

These are current AFMF 2.1 requirements, not a retroactive description of the 2023 preview.

How much performance does frame generation add?

AMD advertised up to roughly 2× the frame rate in selected FSR 3 scenarios. That is an AMD claim tied to particular games, settings, hardware and drivers—not independent testing—and it refers to displayed frames. The underlying rendered rate may be much lower. For example, a game rendering 60 real frames per second can display substantially more with interpolation, but input sampling and simulation still follow the base render path. Resolution, quality mode, CPU limits and frame pacing determine the result; there is no universal multiplier. AMD’s original announcement is archived at AMD Investor Relations.

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Latency, smoothness and image quality

Generated frames can make camera motion look smoother without making controls feel like a genuinely higher native frame rate. A synthetic frame is inserted between input-driven renders, so latency can rise relative to the same game at its underlying frame rate. Radeon Anti-Lag can reduce parts of the queue; it cannot turn an interpolated frame into a newly simulated frame. AMD currently recommends Radeon Anti-Lag 2 where a game supports it.

Frame generation is therefore better suited to visually demanding, usually single-player games than to latency-sensitive competitive shooters. Start from a stable, reasonably high base rate instead of using generation to disguise severe performance problems.

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Common artifacts and failure modes

  • Ghosting or disocclusion errors around rapidly moving objects.
  • Flicker or instability in fine foliage, particles and thin geometry.
  • HUD and menu artifacts when an integration does not separate interface elements correctly.
  • Uneven pacing, especially when the base rate fluctuates or the CPU is limiting the game.
  • More visible errors at low base frame rates.

The original AFMF preview also warned about fullscreen-only operation, disabled HDR and VSync, overlays and possible crashes when alt-tabbing. Those were preview-driver limitations, not universal AFMF 2.1 rules.

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FSR 3 Native Anti-Aliasing mode

FSR 3 included a Native Anti-Aliasing option. It applies FSR’s temporal reconstruction at the display’s native resolution instead of upscaling a lower internal image. It is useful when the GPU has enough headroom and the player wants the temporal anti-aliasing behavior, but it is not a performance mode and does not lower the rendering workload like an upscaling preset.

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How to enable each technology

In a game with native FSR 3

  1. Update the game to a build that contains FSR 3.
  2. Open its graphics, video or display settings.
  3. Enable FSR 3 or the game’s frame-generation option.
  4. Choose an FSR quality mode if you want upscaling; use Native Anti-Aliasing only when you want native-resolution reconstruction.
  5. Enable Radeon Anti-Lag where supported.
  6. Check the real, non-generated frame rate and reduce settings if it is unstable.

Menu names differ by title and patch, so there is no single universal path for the two 2023 launch games.

Current AMD driver-assisted FSR path

  1. Install a supported game and close it.
  2. Open AMD Software: Adrenalin Edition and select Gaming.
  3. Open the Graphics sub-tab and enable the applicable AMD FSR upscaling or frame-generation toggles.
  4. Launch the game, enable FSR 3.1 in its graphics or video menu if required, and select a quality preset.

AMD documents this current workflow at its FSR overview.

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Current AFMF path

On supported RX 7000-series and newer systems, the quickest route is the HYPR-RX profile, which can enable AFMF alongside other Radeon features. AMD’s profile documentation is at HYPR-RX.

  • Verify the Adrenalin version and GPU generation.
  • Use a supported API and the fullscreen mode required for the hardware.
  • Turn off VSync in both locations when the current AFMF requirement applies.
  • Test with overlays, HDR and third-party frame limiters disabled if artifacts or pacing problems appear.
  • Use a fixed cap and FreeSync/VRR where possible, then compare results with AFMF off.

What changed after the launch

FSR 3.1 brought image-quality improvements and allowed FSR frame generation to operate with other upscalers in supported implementations. AMD’s current pages distinguish native integrations from driver-assisted upgrades, including specific FSR 3.1 and 3.1.4 requirements. AFMF has progressed from the 2023 preview to AFMF 2.1, with broader API coverage and revised hardware, fullscreen and driver rules. Newer labels such as FSR Redstone belong to later developments and should not be applied to the September 2023 launch.

Which option should you use?

Situation Best starting point Why
The game officially integrates FSR 3 Native FSR 3 Game motion data and UI handling are available to the implementation.
No native FSR 3, supported Radeon and current driver AFMF 2.1 Works at the driver level across supported APIs, with more setup caveats.
Competitive play or very low base FPS Disable frame generation Latency and artifacts can outweigh smoother camera motion.
Stable high base FPS and VRR display Test frame generation The smoothness benefit is more convincing when pacing is already stable.

Disable either mode if ghosting, HUD errors, judder or control delay is more distracting than the extra displayed frames. Native rendering or conventional upscaling remains the cleanest way to avoid synthetic-frame artifacts and latency trade-offs.

FSR 3 versus DLSS Frame Generation and XeSS

Nvidia DLSS Frame Generation is also integrated into supported games and tied to compatible GeForce hardware. Intel XeSS supplies another upscaling option in some titles. The practical choice depends on the game’s implementation, hardware support, image quality, latency controls and stable base rate; no technology is universally superior without controlled testing.

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