Look at the stupid thumbnail....... HUB are deep in to the Youtube clickbait garbage, the problem with click-baiting all your videos you then somehow have to justify your silly clickbait thumbnails.... which is why i can't be bothered with this immature crap and avoid it. I have limited time for these video's and filter them out by what age group they appear to be intended for and i'm not 12. Seriously when i see this stuff on Youtube at all i just think its for children and not worth my time. Does that make me a pompous arse? Probably... am i wrong tho? I just want factual data, not some garbage designed for Redditors to farm likes with.
GN made a good video, as have others, i'm sure its all just mostly bad from HUB's perspective because the silly thumbnail guides the whole video, its predefined, every single one of their videos is like this, they are a garbage channel.
Non thumbnail version you can read instead
"The problem with FSR Redstone Frame Generation is that it doesn't work very well. AMD's frame generation tech still suffers from poor pacing, something we flagged two years ago when FSR 3 first launched. As far as we can tell, this remains a problem in FSR Redstone, and we don't believe this update has improved how frames are delivered to the display.
The easiest way to examine frame pacing is to look at a real-world output on a monitor filmed with a slow-motion camera. This shows how Frame Generation delivers frames to the display with adaptive sync (FreeSync) enabled, which is the default and recommended setup for most players.
Direct captures through Radeon Software don't reveal how frames are actually presented, and capture cards with fixed refresh rates often mask the issue as well. To properly evaluate real-world pacing, we recorded footage at 960 FPS.
First, let's look at Black Ops 7. With Frame Generation off, we get the default experience. We configured the game to run at about 60 FPS at 4K, and what you'll see is a consistent delivery of frames. The frame rate does fluctuate slightly around that 60 FPS mark, but with adaptive sync enabled the interval between frames is consistent and this leads to a smooth output.
When we enable FSR Redstone Frame Generation, the output becomes choppy and juddery. Instead of each frame being perfectly paced, one frame is quickly followed by another frame on the display, creating a 'double tap' effect where consecutive frames have alternating short and long intervals. You get two frames quickly, then a longer pause, another two quick frames, then a longer pause.
AMD is aware of our findings. We received access to FSR Redstone last week, emailed them about the pacing problems on Saturday, and they acknowledged the report, though they have not yet provided potential fixes. Because these issues have persisted since FSR 3, we would be surprised if there were a simple solution. At this point, we believe the problem is inherent to how FSR Frame Generation functions.
The whole goal of Frame Generation is to improve the visual smoothness of the game output. It doesn't boost performance or reduce latency, but it can create a more fluid output with less motion blur and greater clarity. That benefit disappears entirely if the generated output is choppy, the exact opposite of smooth"