| ▲ | boyter 7 hours ago |
| If you have a high frame rate to start with it’s pretty nice and feels smoother. But a low frame rate turned into a high one looks good but feels laggy. So arguably you never need frame gen for a game, since it only really works when it’s already pretty nice. |
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| ▲ | out_of_protocol 5 hours ago | parent | next [-] |
| fps getting increased but latency does not improve, and what's what important |
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| ▲ | ece 6 hours ago | parent | prev [-] |
| Gamers chased high FPS, that's what they got. |
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| ▲ | boyter 5 hours ago | parent [-] | | Chased the wrong thing. It’s the 1% lows that matter more generally. | | |
| ▲ | formerly_proven 2 hours ago | parent | next [-] | | You will never ever get decent 1% lows in most titles, the software stack is architecturally fucked in the popular engines and can’t do it. You would need a CPU that’s literally 100x faster than today’s top models for it to be able to compile shaders on-demand within a single frame without hitching. (Or maybe it’s more accurate to say that there’s a massive gulf between what the hardware/drivers need - compiled pipeline objects built/known ahead of time - versus what game engines are doing, building pipelines on the fly on demand, surfacing new permutations frame-by-frame) | |
| ▲ | ece 4 hours ago | parent | prev [-] | | When getting rid of actual performance bottlenecks is too hard or costs too much, just make something up. XeSS is actually pretty great, played Talos Principle 2, a UE5 game on the Steam Deck at 800p 30fps thanks to XeSS. |
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