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(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.)
Where did I say it had to predict it?
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
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.
Your first line?...
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.
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
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.
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.