Isn’t the input lag going to be insane if the game runs at, say, 10 fps? This would have to come with some kind of new render pipeline where the simulation can somehow still run at a higher framerate.
thingsiplay@lemmy.ml 2 weeks ago
Looking at the basic performance charts Nvidia has provided us so far, the ultra-high frame rate figures are based on 6x Multi Frame Generation.
Let this sink in for a moment.
turdas@suppo.fi 2 weeks ago
thingsiplay@lemmy.ml 2 weeks ago
Exactly (we almost posted at the same time, where I explicitly talked about this in the other reply, lol, also with 10 fps as example. :D). There is a reason why Nvidia does not share the latency. I have no idea how this is legal.
87Six@lemmy.zip 2 weeks ago
Yea, nevermind the fucking visual issues
ShinkanTrain@lemmy.ml 2 weeks ago
Yeah, it will be the frame time of 10fps (100ms), plus however long it takes to generate the frames. Plus input, display and all the other latencies.
Note that at 10 FPS you will have a lot less information between frames, so it’s gonna look real bad. It only starts looking presentable at like 45-60 fps.
artyom@piefed.social 2 weeks ago
Are you saying that the 50-60% lower framerate is with with 6x framegen on?
thingsiplay@lemmy.ml 2 weeks ago
Yes, but also it does not matter if framegen is on or off. Using DLSS 5 to change the faces is a 50 to 60% hit in performance. Lets say the 5090 gets about 60 fps in average (at 4k, Ultra Settings and RayTracing on) as an example. That didn’t look good to Nvidia, so they boosted those numbers with framegen on at 6x times, to get an average framerate display of 370 fps. Which also increases latency BTW, which Nvidia does not disclose here, as it would look bad.
Each those diagrams and numbers Nvidia put on screenshots, look down at the bottom it says Multi Frame Gen 6x. It’s small, most people would miss.
Paradachshund@lemmy.today 2 weeks ago
I don’t really get how frame generation works, but at what point are you extrapolating so much that it gets out of sync with the gameplay? Surely there’s a limit…
Fizz@lemmy.nz 2 weeks ago
The game can pass movement vectors so they gen image can adapt.
Dnb@lemmy.dbzer0.com 2 weeks ago
The main images are fully rendered
It delays the task frame from showing and then generates between frame, then more between frames and again more (6x 5 total frames)
HarkMahlberg@kbin.earth 2 weeks ago
I want to make sure I understand this right. The 6X here means that for every one real frame generated by the GPU, the next six frames that follow will be AI generated?
Solemarc@lemmy.world 2 weeks ago
I’m pretty sure its 1 real frame every X frames so 6x would be 1 real, 5 generated.
thingsiplay@lemmy.ml 2 weeks ago
This is how I understand it too. It is 6x frame generation means 6 times the amount it had before. If it had 10 frames before, then 6x means 60 frames in total, which are 50 of them fake frames. Note to anyone reading this: Frame Generation is also adding lag. So anyone saying Frame Generation is increasing performance just because the numbers go higher, did not understand what it is. In fact Frame Generation is decreasing performance.
Now imagine you use DLSS and RayTracing, and to feel good you add Frame Generation. What an abomination is this?
Truscape@lemmy.blahaj.zone 2 weeks ago
A marketer’s dream (but garbage to everyone else).
HarkMahlberg@kbin.earth 2 weeks ago
Man you're basically not even playing the game at that point.
wonderingwanderer@sopuli.xyz 2 weeks ago
What the hell is even the point of that? (Other than to sell graphics cards…)
Kaligalis@lemmy.world 2 weeks ago
Frame generation is for when you can play at native 60 FPS but want more. More native frames don’t give you less noticeable input lag. But more (fake) frames still feel smoother. That’s the sweet spot for frame gen: playing at 120 FPS when your card can only do a little more than 60 FPS native (some native frames are sacrificed to the AI gods to get the fake frames to interleave with the real ones).
The advertising is ridiculous though.