Comment on Why don't we have motion smoothing on current consoles?
jarfil@beehaw.org 4 days ago
Motion smoothing means that instead of showing:
- Frame 1
- 33ms rendering
- Frame 2
…you would get:
- Frame 1
- 33ms rendering
- #ms interpolating Frames 1 and 2
- Interpolated Frame 1.5
- 16ms wait
- Frame 2
It’s fine for non-interactive stuff where you can get all the frames in advance, like cutscenes. For anything interactive though, it just increases latency while adding imprecise partial frames.
It will never turn 30fps into true 60fps like:
- Frame 1
- 16ms rendering
- Frame 2
- 16ms rendering
- Frame 3
Boomkop3@reddthat.com 3 days ago
It’s worse
30fps
latency: 33ms
30fps interpolated
And that’s while ignoring the extra processing time of the interpolation and asynchronous workload. That’s so slow, that if you wiggle your joystick 15 times per second the image on the screen will be moving in the opposite direction
jarfil@beehaw.org 2 days ago
Hm… good point… but… let’s see, assuming full parallel processing:
So…
Effectively, an input-to-render equivalent of between a blurry 15fps, and an abysmal 8.6fps.
Boomkop3@reddthat.com 2 days ago
You’ve just invented time travel.
The basic flow is
[user input -> render 33ms -> frame available]
It is impossible to have a latency lower than this, a newer frame simply does not exist yet.
But with interpolation you also need consistent time between frames. You can’t just present a new frame and the interpolated frame instantly after each other. First you present the interpolated frame, then you want half a frame and present the new frame it was interpolated to.
So your minimum possible latency is 1.5 frames, or 33+16=59ms (which is horrible)
One thing I wonder tho… could you use the motion vectors from the game engine that are available before a frame even exists?
jarfil@beehaw.org 2 days ago
Oops, you’re right. Got carried away 😅
Hm… you mean like what video compression algorithms do? I don’t know of any game doing that, but it could be interesting to explore.