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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.

out_of_protocol 5 hours ago | parent | next [-]

fps getting increased but latency does not improve, and what's what important

ece 6 hours ago | parent | prev [-]

Gamers chased high FPS, that's what they got.

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.