To test FSR3 FI (Frame Interpolation) you can't use the editor. You have to test with a non-editor build of the game. The Development config in Visual Studio works, though you may need to cook assets first. To cook outside the editor you can use this PowerShell script.
To confirm FSR3 FI is working you can use console command r.FidelityFX.FI.ShowDebugView 1. If it does nothing it means FI isn't working. If it shows you a bunch of subviews in viewport then it is.
[x] In GameInstance_ProjectM EventGraph under "Event Apply Graphics Settings" there's a "Load Options" node which has a set of other nodes connected to it which are all disconnected from the graph. Figure out if we need to reconnect these or delete them. This is already a subtask in https://github.com/HaywireInteractive/OnAllFronts-Public/issues/781 as well.
[x] On Nvidia GPUs when turning on FSR3 FI, it doesn't seem to do anything. Note that in Project Settings > Plugins > NVIDIA DLSS if you uncheck "Enable DLSS/DLAA for the D3D12RHI" and under NVIDIA DLSS Frame Generation you uncheck "Enable plugin features for the D3D12RHI" then it seems to work. This implies that there's a conflict between the two. We need to make sure that when FSR3 settings are turned on we do the equivalent of unchecking those.
[x] In our settings in game:
[x] Even when DLSS settings are off, FSR Upscaling setting is disabled
[x] When turning on any DLSS setting we should set the FSR settings to off and disable the options
[x] When turning on any FSR3 setting we should set the DLSS settings to off and disable the options
r.FidelityFX.FI.ShowDebugView 1
. If it does nothing it means FI isn't working. If it shows you a bunch of subviews in viewport then it is.To do: