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The defaults ask for less of the GPU, which is where the frame rate goes when a game already
saturates it: AFMF_PERFORMANCE_MODE is auto (the optical flow at half resolution from
2560x1440 up, display resolution below it) and AFMF_SEARCH_MODE is auto (five pyramid
levels when the flow runs at half resolution, which still covers 256 pixels of motion on
screen between two frames). At 3440x1440 that is 716 us per generated frame before and 578
after. AFMF_PERFORMANCE_MODE=quality AFMF_SEARCH_MODE=high restores the previous behaviour.
AFMF_PERFORMANCE_MODE=performance reads the game's frame once, as full resolution already
did: the ingest pass writes the colour ring at frame size and the luma at the flow's size in
the same pass. It used to copy the whole frame, downscale the copy and take the luma from it,
three passes over the frame instead of one.
Fixed
The block search wrote a trailing row or column of motion vectors outside the flow image on
any pyramid level whose size is not a multiple of sixteen, which is most of them once the
optical flow runs below full resolution. The driver discarded the write, so nothing was
corrupted; the store clips now.