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then i tried just the lossless scaling option but that too resulted in issues like inconsistent framepacing and microstuttering (with 40% GPU/CPU headroom) so i just went back to using exclusive fullscreen mode.
ill give it a benefit of a doubt since its a Unity game, which are usually running like crap to begin with
edit: looks like restarting my pc did fix the weird mouse lag i had in menu's somehow so i may have spoken too soon
60 native FPS is distinct from 30 FPS boosted to 60 even before you get into artifacts; the game logic is still running at whatever base framerate its running at, and input latency is still the same as it would be at 30 FPS.
The former point can be advantageous if the game doesn't allow for uncapping the framerate or if doing so breaks things, but the latter means it's still better to have 60 base FPS if you can.
Not to say I'm knocking enjoying frame gen; whatever floats your boat, just to encourage you to understand what it is.
honestly really getting tired of these people. I hope they also make sure to tweak every game's INI file to completely disable LODs and occlusion culling and distant shadow settings, etc, etc, etc. You're not going to fall for Fake Performance and Fake Detail and Fake Shadows like you're some kind of fool, right?
Like... if they're differently tarded but they're at least consistent about it, fine, I even respect that. But these "oh, every other performance-improving trick we've been using for 20+ years is fair game but this new one is icky because a contrarian millionaire influencer told me so" people... I hate being reminded that half the people on earth are dumber than average every time I wade into a GPU discussion the last few years.
2+2=4
1+3=4
3+1=4.
He just posted a fact, get over it.
Also if you genuinely can't notice any latency difference between 30 and 60 FPS (or even lower than 30 FPS), then all I can say is some people would envy you.
Visual artifacts and increased input lag (more input lag than without framegen and FAR more input lag than a game would have if the "final" framerate was real native frames) keep it from being identical. This is the reason why everyone's making fun of NVIDIA claim that "the 5070 has the performance of a 4090".
fake frames dont give you more information, or any relevant information at all. it just makes it look better, and actually makes it feel worse because of input delay (although, the amount that this matters depends on fps, the kind of game youre playing, etc)
people need to know the difference because as an 'extreme' example, 120fps generated from 60 feels VERY different to play than native 120, or even native 60 for that matter in games that require semi-precise inputs. i like frame generation, but its not "free fps" because it feels awful to use (at least for me) in any action titles.
to sum it up, it's fine if you love or hate FG, but it's very important people know the difference, otherwise you'll have people expecting to get 240fps from 60 and for it to feel 100% perfect.
In a way, it adds some input lag since the base FPS gets lower, Sure, it looks nicer and some games don't mind too much input lag (especially x2 with LSFG 3.0 is not that bad), but it's not like it's black magic which just double ur fps.
Works on games that doesn't need quick and precise input, but poor on game that require quick and precise inputs.
You are probably using it wrong.
If your framerate is already decent and you use frame gen to make it higher, I agree with you that it works. But you aren't improving latency, so if your framerate is too low you aren't going to make the lag from input to output go away - actually you'll slightly make it worse. That affects different people differently, and I'd argue that latency is only important in some games. Still, to say that it ALWAYS makes a game have "better performance" is wrong.
However, another use case I've found for it is there are some games in which physics aren't an issue but I still don't quite have the specs to reach true 120 fps. Introducing a 60 fps frame lock and then going up to 120 through framegen often works just fine, although it depends on how demanding the game is and what settings are being used and etc. LSFG3 has broadened the number of games this works fine for thanks to the optimized performance compared to LSFG2, so at least there's that.
The final practical use case I've found for it is to boost up the apparent fps of games that don't have an option for higher framerates. A lot of older games especially don't have options to go higher than 60 fps, so I can use framegen to double this up to 120. The original Sonic Generations for example works quite nicely with this. Running at 1440p at 60fps with framegen up to 120 almost feels like a remastered version in and of itself without any need for the SXSG remaster.
But yes, it's true that frame generation doesn't actually function like true framerate. It can still sometimes feel like you're getting more optimized input latency even when you really aren't because of the placebo of seeing smooth video on screen, in reality you're not getting advantaged in any way whatsoever. It's just about getting the visual appearance of higher framerate. How much benefit you're going to get out of it depends on how much you care about the visuals appearing smooth, your hardware power, and how high of a framerate your monitor supports. If you want the full benefit of high fps in regards to input latency, you're going to have to achieve those framerates naturally and not fake it with framegen.