I'm curious if that fixes the issue I was facing. FSR2 (and 1 for that matter) basically did nothing for performance, or even reduces it when enabled. FSR3 on the other hand often gives me like up to 40 additional FPS in some games, but of course not all games have FSR3.
I still see the same old issue of a lot of Proton games degrading in FPS when you change graphic settings though, requiring a restart of the game to properly test and optimize them. No idea if that's an AMD or Proton specific issue though.
Eh, FSR3 upscaling and FSR3 frame generation are different things. I'm personally a fan of upscaling, it's great for a sharper picture on my large 4k TV without spending a fortune on a massive GPU (I use a living room gaming PC), but not at all a fan of frame generation, as it introduces more input lag for the illusion of more frames. Not a tradeoff I'm ever willing to make, especially when VRR already does an incredible job of creating the illusion (and a degree of reality) of good performance when my framerate drops.
My issue is more with the math of it. Since it requires holding your frames until you've got one in reserve (can't generate an in-between until you know what's next), it fundamentally makes the game less responsive.
That said, if you understand that, and like the visual smoothness of motion with more frames, then it's super cool tech. Not every game has to be treated like it's competitive Counter Strike, and I think it's really cool if you like it, but it frustrates me how poorly marketed and understood the actual technology and its compromises are.