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Motion/Framerate interpolation next gen would be amazing


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10 minutes ago, DynamiteCop! said:

You Sony guys are funny.

 

Fake resolution through obscure rendering means, now you want fake framerates lol. How about demand a system that doesn't need smoke and mirrors. 

This coming from the clown who willingly accepts 30fps in racing games :tom:

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10 minutes ago, DynamiteCop! said:

You Sony guys are funny.

 

Fake resolution through obscure rendering means, now you want fake framerates lol. How about demand a system that doesn't need smoke and mirrors. 

90% of games will be 30fps next-gen. Put the crack pipedown, this is good stuff if improved and hardware based.

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Just now, Aza Team 2019 said:

90% of games will be 30fps next-gen. Put the crack pipedown, this is good stuff if improved and hardware based.

That may be the PlayStation 5's fate but don't pin Microsoft to those ends. Phil already openly acknowledged the CPU imbalance and the need to correct that so you can expect that to not be Xbox's reality. 

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3 minutes ago, DynamiteCop! said:

That may be the PlayStation 5's fate but don't pin Microsoft to those ends. Phil already openly acknowledged the CPU imbalance and the need to correct that so you can expect that to not be Xbox's reality. 

Every retard in existence has acknowledged a CPU imbalance, this changes absolutely nothing. Framerate can be constraint by anything from the GPU horse power to memory bandwidth to the CPU. Fixing an imbalance doesn;t mean 60fps games.


It just means it can hit other bottlenecks.

Edited by Aza Team 2019
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Just now, Aza Team 2019 said:

Every retard in existence has acknowledged a CPU imbalance, this changes absolutely nothing. Framerate can be constraint by anything from the GPU horse power to memory bandwidth to the CPU. Fixing an imbalance doesn;t mean 60fps games.

This changes everything, the CPU bottlenecks the entire system. A powerful GPU with a weak CPU will still allow you to push high resolution renders with high settings but you're going to be bottlenecked and limited in framerate potential. Take the Xbox One X for example, if they were able to get a Ryzen CPU in that system all of these 30 FPS games it's been getting enhanced would be almost universally able to shift to 60. The imbalance is extremely powerful GPU's coupled with CPU's which neuter overall system performance. A Ryzen based processor would be at least a 150% increase in CPU computational capability. 

 

GPU computation is not a present bottleneck, memory bandwidth is not a present bottleneck (for Xbox One X at least), its only real downside is the limits of its CPU and that is what is constraining its ability to push higher framerates. Microsoft's hardware development team have outpaced Sony in engineering ability, their obvious goal for next-gen will be to create a system that possesses harmonious operation across the GPU, CPU and RAM with no intrinsic part of the package limiting the other. 

 

60 FPS won't be some rare occurrence for them, you should however be worried about what Sony is going to do. 

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6 minutes ago, DynamiteCop! said:

This changes everything, the CPU bottlenecks the entire system. A powerful GPU with a weak CPU will still allow you to push high resolution renders with high settings but you're going to be bottlenecked and limited in framerate potential. Take the Xbox One X for example, if they were able to get a Ryzen CPU in that system all of these 30 FPS games it's been getting enhanced would be almost universally able to shift to 60. The imbalance is extremely powerful GPU's coupled with CPU's which neuter overall system performance. A Ryzen based processor would be at least a 150% increase in CPU computational capability. 

 

GPU computation is not a present bottleneck, memory bandwidth is not a present bottleneck (for Xbox One X at least), its only real downside is the limits of its CPU and that is what is constraining its ability to push higher framerates. Microsoft's hardware development team have outpaced Sony in engineering ability, their obvious goal for next-gen will be to create a system that possesses harmonious operation across the GPU, CPU and RAM with no intrinsic part of the package limiting the other. 

 

60 FPS won't be some rare occurrence for them, you should however be worried about what Sony is going to do. 

CPU =/= Framerate jesus christ. There a multiple other bottlenecks you can hit even if you have a powerful CPU.


Your concept of "balance" resulting in 60fps is idiotic.

Edited by Aza Team 2019
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 For video games, this technology does make a lot of sense.  There's definitely potential there.  What people should be thinking about is not just interpolation to double the fps from 30 to 60.. but other, more practical ways it could help.  I've thought about this before for gaming shortly after VR came out and developers were figuring out all sorts of ways to deal with dropped frames.  It's very similar in principle to asynchronous timewarp.  They could essentially take a 60fps targeted game, and whenever the renderer drops frames they could insert a generated interpolated frame in it's place, smoothing out the experience and reducing judder.

 

I think we'll continue to see a lot of 60fps targeted games which again sometimes get very close but fail to hit the mark consistently, so technology like this could be helpful. 

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On 2018-09-09 at 4:48 PM, Remij_ said:

 For video games, this technology does make a lot of sense.  There's definitely potential there.  What people should be thinking about is not just interpolation to double the fps from 30 to 60.. but other, more practical ways it could help.  I've thought about this before for gaming shortly after VR came out and developers were figuring out all sorts of ways to deal with dropped frames.  It's very similar in principle to asynchronous timewarp.  They could essentially take a 60fps targeted game, and whenever the renderer drops frames they could insert a generated interpolated frame in it's place, smoothing out the experience and reducing judder.

 

I think we'll continue to see a lot of 60fps targeted games which again sometimes get very close but fail to hit the mark consistently, so technology like this could be helpful. 

Dealing with an erratic non locked framerates sounds great.

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