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What you're calling 'predictive' is called extrapolation. No one is using it yet.
Double/tripple buffering has nothing to do with this topic.
If you just interpolate two frames to insert a new one between them, why would having access to the vectors and whatnot even help.
Edit: https://www.makeuseof.com/what-is-dlss-3-can-you-use-on-existing-hardware/
For FSR 3 you can read about here: https://gpuopen.com/fsr3-in-games-technical-details/
They show it's pipeline and clearly state that this is interpolation and adds latency.
For DLSS you can't, for obvious reasons.
The fact that they used the word "predict" doesn't mean what you think. The creation of an intermediate frame is also a prediction because it never existed. Then they say it uses an optical flow accelerator to generate an optical flow field from multiple frames. That means it generates it BETWEEN those multiple frames, because you can't generate optical flow from a frame to a unseen frame.
Nvidia is using terms to be deceptive in an attempt to get people to upgrade to the 4000 series when they may not actually need to do so based on their needs.
If so was actually used to analyze and generate the frame then it's processing would be done by the tensor core which would in turn break fsr frame gen injection.
optical flow acceleration was indeed not fast enough to consistently interpolate the frames. Also lets be honest AMD frame gen isn't even close to the same quality. Nvidia could make a driver based shader interpolation but it wouldn't look nearly as good and game devs wouldn't be as incentivised to make a proper implementation of dlss 3. In the end you can easily mod any dlss 3 game to use fsr framegen so who really cares. Nvidia doesn't need to restrict dlss 3 to rake in money. They literally cannot produce gpu's fast enough anyways. Restrictive VRAM on all but the flagship cards are the real issue.