Fill the gaps between frames while managing latency
Ember's own frame generation engine draws a new frame between two game frames. Even as a game fluctuates around 60~100fps, it fills the display evenly within your monitor's refresh rate (such as 120 or 144Hz).
- Fill as neededFills only the gaps, without slowing the game itself.
- Motion compensationBuilds intermediate scenes along the paths objects move.
- Text protectionEmber Guard Keeps nameplates and HUD text from smearing.
- Latency managementDrains the queue and uses low-latency mode to keep input responsive. If frame generation delays the display, it pauses briefly to prioritize response. Overwatch (D3DMetal), with frame generation on: latency 44.5 → 25.2 ms. Lethal Company (Rosetta · DXMT, 4K) recorded internal latency of 51.5 → 43.0 ms.
- Even outputFixed frame generation stopping whenever latency briefly exceeded its limit. Stellar Blade (D3DMetal, 144Hz) display output used to vary between runs from 72~117 fps; the average rose from 109.6 → 116.7 fps, with latency increasing by less than 1 ms. Rosetta D3DMetal smooth mode changed its presentation method, taking Stellar Blade FHD latency from 24.2 → 14.1 ms, output 116.6 → 119.2 fps(QHD 24.2 → 15.8 ms, 114.0 → 118.8 fps).
- Fewer long pausesIn one Once Human session (Rosetta · D3DMetal · 4K), pauses over 50 ms fell from 6 → 0. This is a single-session result; an improvement in overall output variation was not confirmed.
- HDR color protectionFor HDR (PQ) games in D3DMetal, frame generation stops and original frames are displayed to preserve color. The Witcher 3 displayed without color or brightness errors in our test.
- Frame generation HUDEmber Lens Shows FG ON and LAT (latency) in the corner of the game. If frame generation pauses, it also shows the actual reason.
- Flow neural networkA neural network trained by Ember reads motion to create intermediate scenes. It is the default in Auto mode, and at 4K its cost is about 60% of the previous method.
- Frame generation engine 1.6In Lost Ark (FEX · DXMT), skipped neural frame generation frames fell from 76~133 per 120 seconds → 0.
- Ripples and foliageGenerates frames even in scenes with scattered fine detail, without repeating original frames.
- Generate frames before upscalingWith MetalFX, frame generation runs at the pre-upscale resolution to reduce GPU load. Lost Ark game fps rose by 10%.
- Lightweight upscalingGenerated frames use a lightweight single-pass upscale instead of MetalFX. Lost Ark game 49.7 → 51.6 fps, with text and HUD unchanged.
- Ember PrismExperimental and off by default. When enabled, it uses Apple's frame generation engine in Rosetta · D3DMetal games to prioritize image quality, with a small latency increase. Works with Ember Flow on macOS 26 or later.











