#Use regular frames if able to hit monitors refresh rate and generated frames if fps dips.

23 messages · Page 1 of 1 (latest)

kindred wolf
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Not sure if this is possible but the way I would personally want to use generated frames is say I have a game I can usually run at 144fps but in densely populated zones like towns that might drop, ESO has this issue a lot. Being able to have LSFG enabled but it only uses generated frames when the frames dip below 144 would be amazing, when your games running well you wont have any/much added input latency but when frames start lowering the frame rate and smoothness stays mostly consistent at the expense of some added latency.

Basically its using the frame gen to fill in the blanks when needed rather than adding it between every frame or every few frames.

austere arch
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Well, in that case just use the upscaling component only. If you play on 1080p try upscaling from 900p using LS1 Performance with 0 or 1 sharpness

kindred wolf
austere arch
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yeah, but at the moment it is not possible, so you can at least use that if you already reach mostly 144

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that would be easily possible with temporal solution like FSR3/DLSS3 because the engine can control that efficiently

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but with the way the outside injection works- that is one of the limitations at the moment

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might change in the future, might not, but a the moment that is your option (the upscaling to stabilize the FPS further)

surreal cape
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the problem with that is say you have 144 fps locked and you dip to 130, you would have to detect frame time devation on a frame then save it, detect if the next frame also has the same deviation save it and show an interpolated frame and push the saved frame forward, skip a cycle to see if the problem fixed and repeat until you get the targeted frame time. The problem with that is you would essentially get 144 perfect frames with 0 latency and then suddenly you get a huge latency penalty and it feels like you are moving under water. On top of that it would be greatly inconsistent and wouldnt work well.

kindred wolf
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You don't need to go off of frame time deviation just average frame rate in the last 10 seconds or so in theory. If the game drops to say 90 fps from 144 you just toggle LSFG on then if the games gets close to 144 you toggle it off

woven wyvern
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i believe the problem is that LS would have to somehow figure out how many fps the game is rendering at that moment

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to be able to turn itself off if the game is rendering fast enough

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that would probably involve hooking into the game process in some way

kindred wolf
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Don't see why it couldn't do that though, if they're able to have a full on upscaler and frame generation technique I'm sure they can read frame rate of an application

woven wyvern
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yea, idk if this might be exposed in a simple API nowadays dankShrug

kindred wolf
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I mean I nearly had what I'm talking about working in python yesterday really crudly

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There's an API for presentmon

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Technically all you need is a fps counter that you read the value of every few seconds and have it toggle FG depending on the frame rate

marsh notch
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the biggest problem is that lsfg currently works by ratio dedupe

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first it removes half of the source frames then it interpolates by 2x

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that's perfect for a 30fps capped game

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for when the fps dips to 55 tho, not so much

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if your monitor is 60hz for example