FSR Frame Generation is a rendering technique that generates entirely new intermediate frames between rendered frames using motion data. Instead of only increasing resolution like upscaling, Frame Generation directly increases the displayed framerate by synthesising additional frames based on motion vectors and temporal information.
Don’t want to use an upscaler, only frame generation? Thats fine by us!
Easy to use
As you are accustomed from us, enabling Frame Generation for Unity will be as easy as enabling a boolean! Frame Generation for Unity will work on all GPU vendors (Intel, AMD & Nvidia!)
Current supported Unity Render Pipelines:
Built-in (BIRP), Universal Render Pipeline (URP) and High-Definition Render Pipeline (HDRP).
This one will be based on FSR 3’s FG SDK. We’re also investigating FSR Redstone, DLSS FG, XeSS FG. But wanted to focus on 1 first, get that 100% right.
Hello. I wanted to ask: have you integrated NVIDIA Reflex with FG? I created my own plugin to integrate Reflex in Unity, and it works, but I’ve run into one problem: the NVIDIA overlay doesn’t write the PCL; it shows 0 ms. Have you ever encountered this? I think the problem is that I placed the PCL PresentStart and PresentEnd markers in the wrong place in code. Sorry if this isn’t the right place to ask.
I don’t want to get ahead of myself too much, but we do have plans to create another assets integrating Anti-lag 2, Reflex and XeLL to Unity, early tests have shown about 15ms improvements in inputlag.
Hi, at the moment we’re dotting the i’s and crossing the t’s. Making sure that performance and stability are what everyone is expecting of our tools! An official release date is still not set, but we’re gunning for before the end of this month for the release of FSR Frame Generation for Unity, which will be based on FSR 4 Frame Generation, with an automated fallback to FSR 3 Frame Generation (FSR 4 FG only works on AMD 9000 Series and newer GPU’s, while FSR 3 works on every modern GPU and brand).