Tested hardware and games
What has actually been run, by whom, and what happened. Numbers are frames per second on screen
(MangoHud) unless stated. Add yours: an issue
with GPU, driver, game, runtime and the result is enough, a log with AFMF_LOG=2 AFMF_PROFILE=1
is better.
By the maintainer
Fedora 44, KDE Plasma 6.7 Wayland, Mesa 26.1.8 RADV, 3440×1440 at 165 Hz.
| GPU | Game | API, runtime | Result |
|---|---|---|---|
| RX 9070 XT (RDNA4) | Monster Hunter Wilds, max + RT, Native AA | DX12, vkd3d-proton, Proton-CachyOS Wineland | 120 → 265 |
| RX 9070 XT | Cyberpunk 2077, RT Ultra, FSR 4 Quality | DX12, vkd3d-proton, Proton-GE | 116 → 243 |
| RX 9070 XT | DOOM: The Dark Ages, Ultra Nightmare | Vulkan (id Tech 8), Proton-GE | 268 (FSR Quality), 255 (Native AA + VRS); keep AFMF_EXTRA_IMAGES ≤ 5 and no rtcps |
| RX 9070 XT | Overwatch 2, Epic | DX11, DXVK, Proton-GE | 223 → 449 |
| RX 9070 XT | Borderlands 4, Badass | DX12, vkd3d-proton (UE5), Proton-GE | 125 |
| RX 7800 XT (RDNA3) | Cyberpunk 2077, same settings | DX12, vkd3d-proton | 60-110 → 120-220; 1.2 ms of GPU per frame, three times the 9070 XT |
| RX 9070 XT | Cyberpunk 2077 under Gamescope 3.16 (nested, AFMF_GAMESCOPE=1) |
DX12, vkd3d-proton, Xwayland bypass | 35,283 of 35,285 presents got a companion at 1920×1080; 200-215 real fps in game |
Reported by users
| GPU | Game | API, runtime | Result | Source |
|---|---|---|---|---|
| NVIDIA GeForce GTX 1050 Ti (Pascal) | The Witcher 3 | DX11, DXVK | Works, “a smoother feeling gameplay”; smearing and artifacts on text and UI (the colour-only limit, see below) | r/linux_gaming, 2026-09-15 |
Not tested yet
RDNA2 (including the Steam Deck), Intel Arc, NVK, GNOME and Sway compositors. Nothing in the layer is vendor-specific except the tuning; a report from any of these is welcome.
What the artifacts are
The layer works from the colour buffer alone: no depth, no motion vectors, no HUD mask. Text and
UI drawn over moving scenes have no motion of their own, so the flow under them is wrong and the
pixel falls back to the previous frame (AFMF_FAST_MOTION_RESPONSE=repeat, the default) or to a
blend (blend, softer on text). AMD’s AFMF on Windows has the same limit; UI detection is on the
list. The gain is larger the further the game is from the display’s refresh rate.