AMD's Fluid Motion Frames. Google is your friend bro.Bro whats AFMF? Thanks
AMD's Fluid Motion Frames. Google is your friend bro.
So now that they've made all the money, they should have the resources for this, right? Or is it still everyone else's fault but the developers?Nah. I just live in the real world. They simply don't have the resources. It won't fall out of the sky magically if you just pray for it.
You can't assign fault to something that was never promised. There are so many things you can attribute to being "the fault of the developers" (actually management, developers just do what they're told, they don't actually decide whether it gets in or not) - no free practice servers, no ability to host a server in one's own country, lack of consequence to blatant insanity in daily races, horrible replay system etc.So now that they've made all the money, they should have the resources for this, right? Or is it still everyone else's fault but the developers?
You have absolutely no clue what you're talking about. If you use framegen to go from 120ps to 240fps, the added input lag is negligable. We're talking about <10ms.Frame generatios is ABSOLUTELY useless in competitive gaming. It adds latency which is exactly the opposite you need in driving a car.
This is correct. FrameGen shows real value on displays ~240 Hz and above with higher frame rates (100+) with very little to no perceivable downside. It's when you're trying to uplift from low frame rates (for example, 30 fps -> 60 fps) that you may hit noticeable latency issues.You have absolutely no clue what you're talking about. If you use framegen to go from 120ps to 240fps, the added input lag is negligable. We're talking about <10ms.
On top of that, many of the new framegen systems use player input to create frame offset to adjust the displayed frame in line with most recent input. This means that the perceived input delay is even less. And since racing games dont use direct input to move camera, this feature is even of lesser importance.
I didn't say the latency cost was zero. Just that it becomes a diminishing factor at higher base framerates. It's especially going to be difficult to ever perceive a difference in a sim racing title, where your controls are analog devices.Then why aren't competitive FPS games using it? At least I am not aware pros would typically enable it.
it's diminishing return, when you insert extra frame at 30fps you're adding about 33ms delay. If you do it at 60 it's 16ms. if you do it at 120 it's about 8ms. The higher the base framerate, the lower the delay.Then why aren't competitive FPS games using it? At least I am not aware pros would typically enable it.
Someone please correct me if I'm wrong, but I believe the rendering pass is already decoupled from the physics in LMU, and most other realistic simulators. Otherwise, the physics simulation calculation becomes a function of frame rate (which is variable), and we've seen how problematic this can be with other racing titles (won't name names).And with racing games, I believe it would be possible to detach rendering pass from physics and handling so while your display might've been delayed by 16ms, your wheel could be made to respond in realtime as it is now, so delay in sim racing game could actually be made pretty irrelevant.
Physics calculations are decoupled in most of modern engines so it's highly likely.Someone please correct me if I'm wrong, but I believe the rendering pass is already decoupled from the physics in LMU, and most other realistic simulators. Otherwise, the physics simulation calculation becomes a function of frame rate (which is variable), and we've seen how problematic this can be with other racing titles (won't name names).
I wish were the case, but you'd be surprised how frequently it is not.Physics calculations are decoupled in most of modern engines so it's highly likely.
Well, it can be just for the anti-aliasing or upscaling (DLAA or DLSS) to improve visual fidelity and add performance improvements. Need not be used to generate more frames.DLSS is fantastic, love it and use it a lot on games. But not for a simulator. Fake frames are not friends with fast paced inputs from steering wheels and pedals. Graphically I agree it would help immensely.
That is untrue for ACC and DLSS at the latest versions (which you get with one click with DLSS Swapper).It really isn’t. They should be credited for it looking as good as it does and running as well as it does. ACC, which admittedly has far better night lighting, still runs slower (without DLSS) and that came out 2018… Yup, you can put DLSS on and get a bump, but this only really works at 4K. ACC is so blurry as standard that turning on DLSS/FSR at anything below 4K makes it look pretty awful.
Add ray tracing/path tracing and yeah, you’ll want DLSS as it halves or worse the FPS, for what would be such a minimal bump in graphics/lighting, especially in a fast paced sim racing title. Again, it would help LMU particularly with it’s night lighting which unfortunately is pretty poor imo, but ray tracing/path tracing would be such a waste of the developers time. Imo of course.
If you’re going to quote a post from a year and a half ago, then yes, I would hope things with DLSS would have improved in that time too!That is untrue for ACC and DLSS at the latest versions (which you get with one click with DLSS Swapper).
I didn't noticeIf you’re going to quote a post from a year and a half ago, then yes, I would hope things with DLSS would have improved in that time too!