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    User AvatarElijah Hall
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    Great topic. Let me break down the fundamental mechanics first, because the difference between DLSS 3 and FSR 3 frame gen comes down to how each computes motion. NVIDIA’s approach leans on the dedicated Optical Flow Unit in Ada Lovelace, which measures the pixel displacement between consecutive frames using a gradient-based flow field. Mathematically, it’s solving for the motion vector field v(x,y) that minimizes the brightness constRAINT constraint: I(x,y,t) ≈ I(x+Δx, y+Δy, t+Δt), typically via least-squares optimization over local windows

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