Nvidia and AMD’s Synergy in Cyberpunk 2077
With the help of an unholy mix of Nvidia and AMD technology, Cyberpunk 2077 is able to achieve a framerate that is three times higher than before. The combination of Nvidia DLSS Frame Generation and AMD Fluid Motion Frames yields excellent benchmark results, but its real-world usability is not entirely optimal.
As is to be expected, there are a few significant qualifications.
The use of DLSS Frame Generation in conjunction with AMD’s Fluid Motion Frames has been shown Cyberpunk 2077 to result in a nearly threefold increase in performance in some games, according to benchmarks by QuasarZone. An Nvidia 40-series GPU may render using DLSS Frame Generation, and then an AMD GPU can take that output and create even more frames using Fluid Motion Frames. The following can be rendered feasible using a multi-GPU method that allows for the rendering of several GPUs simultaneously.
In order to get the highest possible number of simulated frames, it is possible to combine two of the finest graphics cards. Is it feasible?Cyberpunk 2077 There are quite a few limitations to this dual Nvidia-AMD arrangement, which makes it very doubtful that it will be helpful in actual usage. However, that is an other tale.
The method that QuasarZone used to make this work is a little bit laborious. Following the installation of drivers for both the RTX 4090 and the RX 6600, the main display was connected to the RX 6600. The system was then used to test the video card. It then chose the 4090 as the rendering GPU in Windows, which made it possible for the DLSS 3 Frame Generation content of the 4090 to travel through the 6600. This, in turn, made it possible for AFMF (AMD Fluid Motion Frames) to create even more frames.
DLSS 3 and AFMF were both enabled in Cyberpunk 2077 and Starfield, which resulted in a roughly threefold increase in performance. Even though DLSS Frame Generation is not enabled in Starfield, the game was nevertheless able to produce the results that were used. Both Call of Duty: Modern Warfare III and Ratchet & Clank: Rift Apart experienced levels of performance that were nearly equivalent to tripling. Upon first glance, it is undeniably striking to hear. In spite of this, this solution does not come without its share of challenges.
The first need is that you must have two graphics processing units (GPUs), one from Nvidia and one from AMD. When it comes to the AFMF element, thankfully, even an RX 6600 is adequate; nonetheless, this still results in an additional $180, more space being taken up, and additional heat having been created.
The performance claims need to be accompanied with a little asterisk, which is more important. Despite the fact that the combination of DLSS and AFMF led to a significant rise in the average framerate, the 1% low framerate either did not change much or went down marginally. To get the best potential results, the framerate of the 99th percentile or the 1% low framerate should be as near as feasible to the average frame rate. Cyberpunk 2077 It is possible that a more choppy and less smooth experience will be the outcome of increasing the average frame rate while simultaneously reducing the low frame rate by 1%.
At long last, there is a multitude of opportunities for the visual quality to suffer a significant decline. Even though QuasarZone did not provide any images or videos during its testing, the mere act of thinking rationally about what is taking place suggests that there is a great deal of reason to be concerned.
The combination of two frame generating systems seems to be a formula for catastrophe, since Cyberpunk 2077 aware that none of these technologies leaves pictures in their entirety untouched. Furthermore, the latency of user input should be very high. On the other hand, AFMF would attempt to double down on that, which would imply that one input sample Cyberpunk 2077 would be utilized for every four frames that are supplied to the display. The 4090 would sample user input once every two frames.
After considering all of these factors, it is quite improbable that gamers would purchase two graphics processing units (GPUs) in order to experience a possibly significant improvement in performance. CrossFire and SLI, both of which were multi-GPU technology that did not quite perform well, are comparable to this one. A combination of DLSS and AFMF is not now supported, and it is quite unlikely that it ever will be. However, CrossFire and SLI were formally supported at least.
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