Hi , since 4 years ago i have been playing my real ps3 with my Philips 120hz Clear lcd (~frame duplication)...
Now amd has arrived with FSR 3 Frame duplication , witch is a tecnology that in someway is already present in Rpcs3.
Its a way to "improve" the fps , for games that is 30fps capped ...
If you have a TV that's 120hz with "frame duplication" then in reality it's just 60hz and you've been scammed by marketing terms. There's zero gain in duplicating a frame and pushing it twice over the same span of time where you'd push just one copy of the same frame.
No, temporal upscaling techniques aren't coming to RPCS3, because it's an emulator, not a native game with the data required to feed it.
If you want better framerates get better hardware. If a game is locked then use an FPS patch or VBlank unlocking. If neither works correctly, you need to wait for someone to do a patch.
You can use the app Lossless Scaling in Windows, which will provide Frame Generation to whatever you want. RPCS3 works super fine. I have tested myself using an RTX 3060 laptop with 6GB (lots of God of War 3 at 60 fps using Lossless Scaling Frame Generation LSFR are on YouTube). I can see Frame Generation as a native RPCS3 setting soon, but using FSR 3.
FSR3 won't be implemented. AFMF works because it's just the interpolation part of it, there's no temporal upscaling involved.
For something that is not going to be developed by the emulator, it shouldn't matter how the emulation progresses. The Lossless Scaling Frame Generation LSFR works great with RPCS3 and Xenia. RPCS3 required to run in Window mode, but the program does what it states it will do. It boost the fps and allows lower level computers to play higher demanding games. I can say it works for me with God of War 3. 60fps on my 8700k. It isn't something that really need to be discussed as an option for the emulator, as it is its own program and has its own support. But it does do, what it claims to do.