Nixxes has released new patches for pretty much all of its PlayStation ports on PC, adding to them official support for AMD FSR 3.1. So, the first PC games that support AMD FSR 3.1 are Ghost of Tsushima, Marvel’s Spider-Man Remastered, Marvel’s Spider-Man: Miles Morales, Horizon: Forbidden West and Ratchet & Clank: Rift Apart.
As Nixxes noted, AMD FSR 3.1 offers improved FSR upscaling quality, with less flickering and better preservation of detail, compared to previous versions. Moreover, AMD FSR 3.1 allows everyone to use AMD FSR Frame Generation with other upscaling techniques. Thus, you can use it with NVIDIA DLSS and Intel XeSS.
AMD FSR 3.1 also includes a Native AA option that applies high quality anti-aliasing without upscaling, for improved image quality. Basically, think of it as AMD’s answer to NVIDIA’s DLAA. To enable this option, set Upscaling Method to Off and select AMD FSR 3 Native AA from the anti-aliasing options.
Like always, Steam will download these updates the next time you launch their clients.
I’m currently playing Ghost of Tsushima so I might test AMD FSR 3.1. At launch, the game used AMD FSR 3.0 and it was inferior to NVIDIA DLSS 3. So, I’m curious to see whether its latest version can rival NVIDIA’s tech.
Enjoy and stay tuned for more!
UPDATE:
So I’ve tested AMD FSR 3.1 in Ghost of Tsushima and things are not looking good. Here is a comparison between AMD FSR 3.1 (left) and NVIDIA DLSS 3 (right).
Yes, AMD FSR 3.1 runs faster but look at all those snow trailing artifacts. They completely ruin the image quality of the game. So while FSR 3.1 is faster, I cannot recommend FSR over DLSS. The image quality of DLSS 3 Super Resolution is still superior.
The only good thing about FSR 3.1 is that it allows you to use its Frame Generation tech with DLSS and XeSS. That’s its biggest feature in my opinion, as FSR 3.1 Frame Generation is in a pretty solid state. Its latest version is compatible with VRR, and I did not experience any major issues with it.
So, as I said in my previous article, the best combo right now for Ghost of Tsushima is NVIDIA DLSS 3 Super Resolution (or DLAA) with AMD FSR 3.1 Frame Generation.

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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This is kinda cool. I wonder i theyll get added to the console versions too like how some games on xbox got fsr3 as an option.
The Witcher 3 is $3 on GOG if anyone is interested, dirt cheap for a GOTY.
Frikking awesome. Will do wonders for my old 2060S!
Thanks for letting us non 40 serie users to play around with FG!
Just tried FSR3 framegen on GoT, am I crazy or is the input lag actually improved now?
FSR 3 Frame Gen has always been great in GoT. FSR 3.1 Super Resolution, on the other hand, still remains awful. I've updated the article with a comparison.
FSR 3 Frame Gen has always been great in GoT. FSR 3.1 Super Resolution, on the other hand, still remains awful. I've updated the article with a comparison.
Why would I choose fsr FG instead of dlss FG if I have a 4090? not being ironic seriously asking.
Slightly better performance, without any additional visual artifacts.
But doesn't it lack reflex for instance? or good VRR support? I remember seeing in digital foundry fsr FG was bad at VRR
It has been fixed, FSR Frame Generation is now compatible with VRR (and most games that have DLSS support also have a separate setting to enable NVIDIA Reflex, so you can enable it without DLSS).
Does GoT have a separate toggle for reflex?
Yeap 😉
Awesome
It hasnt been fixed, VRR is still buggy, Alex bataglia has proved it
And ShatFSR does have higher latency, why are u lying?
you should try lossless scaling, it is apparently the best in frame generation a youtuber called vex has a good video on it with heavy testing.
Lossless Scaling is great as a universal solution, but it's NOWHERE CLOSE to DLSS or FSR. It has A LOT of artifacts compared to them.
I find DLSS > Lossless > FSR.
Just proves that you must be delusional…
Why?
Simple, because the frame-gen part of Lossless Scaling doesn't have access to motion vectors, unlike DLSS or FSR.
If you honestly believe such form of frame-gen is superior, then you might as well just turn on motion interpolation on a TV, which uses the same technique as Lossless Scaling.
And even the very best TVs have problems with motion interpolation when presented with complicated motion in the image such as multiple objects moving in different directions.
Therefore, it can never match the prediction done with motion vectors provided by the game engine itself to DLSS or FSR.
Simple as that, really…
Have a look at Alexander Battaglia's twitter post. I've already linked but John hasn't approved the link. It clearly shows Losslesss doing better than FSR.
You must be blind if you believe that Lossless Scaling is better than FSR in that screenshot. The sword is full of artifacts in the Lossless Scaling image dude. You need to see a doctor ASAP 😛
Dude, man, bro? The sword moving at speed? That sword? The same way if you wave your hand fast enough infront of your face you notice your fingers start to disappear? Maybe you need to visit the docs and them explain how vision works dude 😉
What John said, plus just for reference, you really are talking about this comparison here, right?
https://uploads.disquscdn.com/images/3b8c16b8ae8243fc997b612a1096e49d1d7ff679b69c920829dc4204ee1953fd.jpg
Sorry to tell you dude, but you really are delusional, there is no other way to put it…
🧐
Dude, man, bro? It’s just me that notices the missing image detail below the hands and arm within the FSR image? This sounds like the same “you can’t tell the difference” that was cried over RT.
Lossless Scaling is a Frame Generation solution. You should NOT compare it with FSR 3.0 Super Resolution. Instead, you should compare it with FSR 3.0 Frame Generation. Right now, FSR 3.0 Frame Generation is as good as DLSS 3 Frame Generation (and both of them are way better than Lossless Scaling).
Thanks for doing proper evaluation, John!
👍
Frame generation was implied. DLSS > Lossless > FSR.
https://twitter.com/Dachsjaeger/status/1805592757030764661/photo/1
https://twitter.com/Dachsjaeger/status/1805592757030764661
While LSFG is great, FSR3 FG still has lower input lag and better image quality.
The input lag with FSR3 frame-gen is surprisingly low, to the point that people are using it even on the Steam Deck to noticeably boost the framerates of heavy titles such as Hogwarts Legacy or CP2077 via a DLSS3-to-FSR3 frame-gen mod.
It works have been cool to see a comparison with FSR2
Lol, he compares a picture taken with objects that are moving. Its so dumb and all his readers as well if he consider himself a gamer and disnt realized its all about a milisecond when you make a screenshoot with obejects that are moving.
Johny boi still an nvidia salesman and not a gamer.
gotta find real sites, this one is a joke
photomode in tsushima allows to pause animations or even turn off particle effects
Im not the one you should explain this 😉
youtu.be/IWCWsF9Ymmw
thats a real test, not a picture and ai text from nvidia salesman
@JohnDio:disqus
Just saw from the DF video that Elden Ring still runs like cr@p with its default DX12 renderer.
Since Valve has fixed the traversal stutters of Elden Ring more than two years ago via their DX12-to-Vulkan translation layer called VKD3D-Proton on SteamOS/Linux, could you please see if the same holds true on Windows, too?
It's real simple, all you have to do is copy the DLL files content of the 64-bit folders of both DXVK + VKD3D-Proton into the same folder where the Elden Ring EXE file is located on your PC.
At the time of writing, these are the latest versions, located on GitHub:
DXVK 2.3.1
VKD3D-Proton 2.13
The latter is compressed with the state-of-the-art Zstd (Zstandard) compression algorithm developed at Facebook/Meta, so should you have trouble extracting it on Windows I can recommend PeaZip, which is also freely available.
Note that Valve doesn't test nor support any of this stuff on Windows, so just in case it doesn't work then simply deleting the relevant DLL files you just copied will revert all of the changes without any harm being done.
Just make sure to use the latest NVIDIA driver, because they have the best Vulkan implementation in the Windows world.
Hope you can give it a shot, and if it truly does fix the traversal stutters of Elden Ring on Windows, then by writing an article about it you too could cash-in on the Shadow of the Erdtree DLC hype! 🤌
Sounds like it's causing a lot of problems in Ghost of Tsushima and Horizon Forbidden West with a lot of microstuttering issues and a lot of artifacting.
Nvidia's Frame Generation is essentially broken too in both games which indicates a Nixxes problem