About these fake frames
If i shoot and hit something in one of those fake frames, does the game register it as a hit or not?

Hmmm... Schrödinger's shot 🤔
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Showing 1-15 of 18 comments
Monk Jan 16 @ 6:28pm 
Yes, if you hit according to the server timing, it doesn't really care what fps you are personally at.
A&A Jan 16 @ 6:39pm 
Originally posted by Tiberius:
If i shoot and hit something in one of those fake frames, does the game register it as a hit or not?

Hmmm... Schrödinger's shot 🤔
lol good luck with the "AI" predicting hit or miss. Anyway, these fake frames are generated based on the frame already rendered on the actual data from the game engine. Post-processing stuff.
Last edited by A&A; Jan 16 @ 6:41pm
Monk Jan 16 @ 6:45pm 
It doesn't need to predict it.
Kiryn Jan 16 @ 6:52pm 
Shoot & hit is based on the game's calculations of location/etc. It's got nothing to do with what pixels are being put on the screen by the GPU AI.
(i.e, all the "shoot" and "hit" are based on the real frames. The generated ones just fill in the space in between the real ones.)
A&A Jan 16 @ 7:00pm 
Originally posted by Monk:
It doesn't need to predict it.
:steamfacepalm:
Where did I say it had to predict it?
Philco7a Jan 16 @ 7:10pm 
PC Centric just got a 5090 and did a review on Youtube, AI frame gen turned on...lots of latency.
It actually slows you down in the real game. He turned it off though and latency really dropped and would be good. 15ms latency difference.

I would say the AI frame gen is just for you to feel good about the "numbers" of the fps. You would be killed by a 5090 with frame gen turned off.
I don't get this "FaK3 FrAM3z" crap, all frames are fake, nothing your GPU produces is real, raterisation is no more real than framegen its just a different method of drawing frames.
KalGimpa Jan 16 @ 7:43pm 
Originally posted by Philco7a:
PC Centric just got a 5090 and did a review on Youtube, AI frame gen turned on...lots of latency.
It actually slows you down in the real game. He turned it off though and latency really dropped and would be good. 15ms latency difference.

I would say the AI frame gen is just for you to feel good about the "numbers" of the fps. You would be killed by a 5090 with frame gen turned off.


it is a tool like any other

you can use it to reach a stable and better looking game than if you did not

i had doubts until i did it

i take no hit to performance because i tweak it to work with my system

cp2077 looks amazing with it in comparison, for example

sure, if you do not tweak it per game

or the system is not made for it

you get blurry frames and an impact on performance

but taking the time to learn it has made my games look a lot better is some cases
wesnef Jan 16 @ 7:48pm 
Originally posted by MancSoulja:
I don't get this "FaK3 FrAM3z" crap, all frames are fake, nothing your GPU produces is real, raterisation is no more real than framegen its just a different method of drawing frames.

The point is that the 'real' frames are the ones that are built from data sent straight from the game&CPU. The 'fake' frames are ones that the GPU invents from thin air, by taking two 'real' frames, and interpolating other ones in between them. They aren't based on data sent from the game, they're made up by fancy AI Photoshopping.
Last edited by wesnef; Jan 16 @ 7:49pm
Monk Jan 16 @ 7:53pm 
Originally posted by A&A:
Originally posted by Monk:
It doesn't need to predict it.
:steamfacepalm:
Where did I say it had to predict it?


Originally posted by A&A:
Originally posted by Tiberius:
If i shoot and hit something in one of those fake frames, does the game register it as a hit or not?

Hmmm... Schrödinger's shot 🤔
lol good luck with the "AI" predicting hit or miss. Anyway, these fake frames are generated based on the frame already rendered on the actual data from the game engine. Post-processing stuff.


Your first line?...
Quint Jan 17 @ 10:26am 
Originally posted by wesnef:
Originally posted by MancSoulja:
I don't get this "FaK3 FrAM3z" crap, all frames are fake, nothing your GPU produces is real, raterisation is no more real than framegen its just a different method of drawing frames.

The point is that the 'real' frames are the ones that are built from data sent straight from the game&CPU. The 'fake' frames are ones that the GPU invents from thin air, by taking two 'real' frames, and interpolating other ones in between them. They aren't based on data sent from the game, they're made up by fancy AI Photoshopping.
Who tf cares? All of this is built over delusions anyway. This one is explicitly stated, that's all. Doesn't make any of the "real" things less fake.
C1REX Jan 17 @ 10:35am 
Originally posted by Tiberius:
If i shoot and hit something in one of those fake frames, does the game register it as a hit or not?

Hmmm... Schrödinger's shot 🤔
You don’t do anything in that fake frame. You hit something and generated frames will show what happened in the past in real frames at a cost of latency/input lag. The AI shows you the same frame again but modified to make it look a bit like next one. So it needs to wait to see that next frame first.
If you will use it for fast first person shooters while using mouse and keyboard then you may feel that delay and input lag. Feels like playing on TV with soap opera feature on. Or if you play via streaming. Looks smooth but with some input lag. It works better for slower console like games designed for a gamepad.
Last edited by C1REX; Jan 17 @ 11:15am
_I_ Jan 17 @ 10:54am 
depends on how the fake frames are created

if it needs 2 complete frames and creates blended frames between them, it would be just a smeary mess and huge delays

but if its taking the previous complete frame, and predicting changes due to new incoming data and only re-rendering those parts, it might not be too bad

but again, if everything in frame is moving, it should drop fps for cleaner frames instead of blurring and displaying incorrect parts
C1REX Jan 17 @ 11:21am 
Originally posted by _I_:
but if its taking the previous complete frame, and predicting changes due to new incoming data and only re-rendering those parts, it might not be too bad
Intel is working on such solution from what I’ve heard.
Current “blending two frame together to make an extra one” system feels bad most of the time. I use it occasionally but for specific games when using a controller.
Some implementations are so atrocious it makes a game look and feel worse.
AmaiAmai Jan 17 @ 9:22pm 
It depends on the game. Despite what most people believe, most game loops and actions within them are entirely predictable ,

How fast you move has a limit, what you can do has a limit, how you interact with things has a limit, etc.

Since the amount of what you can do is limited, it is obvious that at some point -- or even now -- that there will be methods possible to accurately predict what will happen next given enough time.

But there lies the problem : time. Computational tasks can never occur in a future time that hasn't yet occurred, so there would need to be the illusion that they are doing so.

To hide mistakes, they will just use things like blur or effects that vary in intensity but achieve the same thing: obfuscate the mistakes enough that you don't mind it.

But the task of computation itself isn't that complex when most of a game world is static and what you see on the screen is also static and predictable.

Load up any game and move around, how much of what you see happening is already done or predictable? You'll see a large part of it is. It's only the portion where the actor acts on the system that needs predicting, and by focusing on that computational power and time can be decreased considerably, but not to zero.
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Date Posted: Jan 16 @ 6:22pm
Posts: 18