So, the way FSR3 works is it automatically generates extra presents on its own.
Somehow, when you create or replace the swapchain with FSR3's, it handles all of that for you. You can read about it here: https://gpuopen.com/fidelityfx-super-resoluti … n-3/#howitworks
Especially under the "FSR 3 Optical Flow and Frame Generation workloads". The workflow char tis pretty cool.
I've got access to the depth textures, I'll figure out the motion vector stuff or figure out how other 3rd party stuff like "Lossless Scaling" seems to be able to do it for any game.
I've even got access to the texture before the UI is on top, since my DLL for the game inserts a bunch of custom code everywhere.
I'll have to look at your latest dgVoodoo API pack, though. I actually tried using the latest dgVoodoo DLL with the game (Ephinea PSOBB), but the latest version seems to break shaders when SSAA is on.
I'll make a new topic for that!