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FrameWarp 1.8.0
Frame generation now works with FrameWarp. Until now it was one or the other: with the game's frame generation on, FrameWarp paused. Now FrameWarp takes the images DLSS Frame Generation or FSR 3.1 frame generation makes and moves each one to the current camera, so you get frame generation's smooth motion with FrameWarp's low-latency camera. This release also makes FrameWarp much lighter on the GPU.
What's new
- DLSS Frame Generation and FSR 3.1 frame generation work with FrameWarp (its own warp engine, the default). Nothing to switch on: turn frame generation on in the game and FrameWarp uses it by itself. Over each game frame it shows the generated images and then the frame itself, every one moved to where the camera is now. Moving objects move at frame generation's rate (one game frame late, as frame generation always is); the camera is not delayed. Multi frame generation works too: up to 4x every image is shown, beyond that three per frame, spread evenly.
- Frame generation is recognised more reliably. 1.7.0 counted the images the game presents, which on some setups only shows the rendered frames: there it missed frame generation entirely, neither pausing nor warning. FrameWarp now also sees the game's calls to its frame generation.
- The HUD stays still with frame generation too. Games that send a HUD-less picture when frame generation is on (Cyberpunk 2077) get their HUD found exactly from it, every frame.
- No GPU work while nothing moves. When the camera is still, refreshes that would show the same picture aren't drawn at all, and a refresh that shows a new frame as it is costs about half what it did (0.2 ms instead of 0.4 ms at 4K). The HUD detection and the mask also take less GPU time per game frame, with exactly the same results.
- The refresh rate comes from your display. FrameWarp reads the refresh rate of the display the game is on from its current mode, instead of measuring it while you play. The measurement could lock onto a wrong rate until reprojection was switched off and on again.
- Video memory warning. The XPAR panel warns when video memory is nearly full, which makes both the game and FrameWarp stutter.
- New option: Move objects at the display rate even without frame generation (experimental, off by default). FrameWarp's own frame generation for what moves on its own (cars, people, your character/weapon), for games or settings without the game's own. Objects are shown one game frame late and move at the display rate; the camera is not delayed.
- FSR games that send their depth through Streamline find the HUD from the upscaler's output, as with DLSS.
- The ReShade menu shows the game's own picture while it is open when frame generation is on.
Notes
- With NVIDIA Latewarp as the warp engine, FrameWarp still pauses while frame generation is on.
- FSR 3.0 frame generation (games using the older FidelityFX SDK) and XeSS frame generation aren't used yet: FrameWarp pauses while they are on, and says so in its panel.
- Frame generation and FrameWarp together need GPU headroom: at 3x and 4x the output may not reach your refresh rate on mid-range GPUs.
Tested games
| Game | Notes |
|---|---|
| Clair Obscur: Expedition 33 (DLSS) | Launch options -slforcetagging -slviewextension. The HUD stays still using the game's HUD layers; the character is held while the camera turns. |
| Resident Evil Requiem (DLSS or FSR) | Requires REFramework. DLSS Frame Generation (2x to 4x) and FSR 3.1 frame generation work with FrameWarp. The HUD is found automatically; Leon is held while the camera turns. With FSR, turn the camera for a second or two after loading. |
| Cyberpunk 2077 (DLSS or FSR 3) | The HUD and V's weapon are found automatically. DLSS Frame Generation and FSR 3 frame generation work with FrameWarp. The FSR 2.1 option can't be used. |
| DOOM Eternal (Vulkan, DLSS) | Install ReShade for Vulkan. Turn the camera for a few seconds after loading while the camera is calibrated. If the ReShade menu hides behind the game, turn off Present From Compute in the game's advanced video settings. |
| Assassin's Creed Black Flag Resynced (DLSS, FSR or neither) | No launch options. Turn the camera for a few seconds after loading while it calibrates. |
| Returnal (DLSS) | No launch options. Turn the camera for a few seconds after loading while it calibrates. |
| Resident Evil 2 (DirectX 11, no DLSS or FSR) | Choose DirectX 11 in the game's settings. Turn the camera for a few seconds after loading while it calibrates. |
Install
- Extract the zip. Optional: put
nvngx_latewarp.dll(NVIDIA's Reflex 2 Frame Warp DLL, tested version 310.2.0.0) next toinstall.batto have NVIDIA Latewarp available. - Close the game, double-click
install.batand choose your game. Existing installs are updated in place. - For Unreal Engine games that use Streamline with DLSS, such as Expedition 33, add the launch options above.
- Run the game borderless, with DLSS or FSR on if the game has them (frame generation on or off), then open ReShade > Add-ons > XPAR.
Updating resets the settings remembered per game to the defaults.
Requires a DirectX 12 or DirectX 11 game (with or without DLSS or FSR), or a Vulkan game with DLSS, and ReShade 6.x with full add-on support. The README has the full guide.