Live data from Hacker News

Frame generation essentials: Interpolation, extrapolation, and reprojection

blurbusters.com

11–14 of 14 posts

Re: Frame generation essentials: Interpolation, extrapolation, and reprojection

#11

The reason gamers want higher framerates is mostly for lower latency, faster reaction times, and a bigger advantage in online play. DLSS 3 'fakes' it's higher frame rates. As a result you might have 120 fps, but it's going to feel like 60hz. Personally, that inconsistency would drive me crazy. I'd rather use DLSS 2 performance than DLSS 3 quality.

? This is mostly wrong? > The reason gamers want higher framerates is mostly for lower latency, "Gamers" are absolutely not a monolithic group, but in general, they mostly want higher frame rates because higher frame rates does a better job of feeling and looking fluid. > faster reaction times, 60 fps is 16 ms per frame. The end to end latency for a decent video game setup will be ~50 ms, and it's pretty well decoupl…

I know nothing of DLSS (I use AMD parts) but 100ms sounds extreme to me. Like way above playable. Did you try Nvidia's reflex experiment? At 85ms it feels like the mouse is stuck in tar. I read that the increase in aim precision was near 60% and often up to 80%(!) in the low Vs high latency.

I don't know what my current systems total latency is, but I use a mouse with custom internals and an LG OLED screen for the lowest input lag. The difference between 60 and 120 Hz is huge even with my at least low-ish input lag system.

This isn't meant as a criticism, as I stated I have no clue how DLSS feels and I quite enjoy playing games on my PS5 too (with LG OLD and VRR), but the 100ms just sounded off to me.

Actually, before posting I just had a quick look at Nvidias article. Their example of worst system latency was 77ms and the best is 12ms.

100 and I'd throw it out the window.

Re: Frame generation essentials: Interpolation, extrapolation, and reprojection

#12

The reason gamers want higher framerates is mostly for lower latency, faster reaction times, and a bigger advantage in online play. DLSS 3 'fakes' it's higher frame rates. As a result you might have 120 fps, but it's going to feel like 60hz. Personally, that inconsistency would drive me crazy. I'd rather use DLSS 2 performance than DLSS 3 quality.

? This is mostly wrong? > The reason gamers want higher framerates is mostly for lower latency, "Gamers" are absolutely not a monolithic group, but in general, they mostly want higher frame rates because higher frame rates does a better job of feeling and looking fluid. > faster reaction times, 60 fps is 16 ms per frame. The end to end latency for a decent video game setup will be ~50 ms, and it's pretty well decoupl…

>I've never heard or seen anything you're mentioning here.

You may not have but it is pretty accepted knowledge in the gaming community. An example commentary from hardware unboxed:

https://youtu.be/GkUAGMYg5Lw

I'm pretty sure digital foundry had indicated that DLSS 3 adds latency vs turning it off, so in the 60fps vs 120 fps example, it would actually feel like 45 fps.

Re: Frame generation essentials: Interpolation, extrapolation, and reprojection

#13
post #7

Nice. The real payoff is for VR, where you need a huge frame rate so that turning your head rapidly doesn't show judder. A rule of thumb for 24 FPS film production is to pan no faster than a full image width every seven seconds.[1] (I've seen 3 seconds elsewhere; this is RED's number.) This is too slow for interactivity and far too slow for VR, where you can turn your head fast. (A related idea in the past was FrameF…

> Auto-delamination is also used in the process of converting 2D movies to bad 3D movies, a fad which peaked about a decade ago.)

Any good resources to learn about the conversion process they used then?

Re: Frame generation essentials: Interpolation, extrapolation, and reprojection

#14
post #7

Nice. The real payoff is for VR, where you need a huge frame rate so that turning your head rapidly doesn't show judder. A rule of thumb for 24 FPS film production is to pan no faster than a full image width every seven seconds.[1] (I've seen 3 seconds elsewhere; this is RED's number.) This is too slow for interactivity and far too slow for VR, where you can turn your head fast. (A related idea in the past was FrameF…

> Auto-delamination is also used in the process of converting 2D movies to bad 3D movies, a fad which peaked about a decade ago.) Any good resources to learn about the conversion process they used then?

The general term is "image layer decomposition". See Google.

Image layer decomposition as a service is coming.[1]

[1] https://cre8tiveai.com/ld

Post reply on HN