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Why do some people look at frame generation as a bad thing?

Myths

Member
If you care that much about input latency, play at a lower resolution like 720p and/or reduced settings. That’s the whole point PC gaming. 😂

All the whiners acting like it‘s a false dichotomy as if you have to run at max or nothing on their mid range bricks.
 
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Moochi

Member
Cyberpunk 2077 is a different experience with eveything ultra, 4k, pathtracing. I played it for awhile at 17 fps just because how much clearer it was. If I could get that at 120 fps, I can forgive minor artifacts. DLSS 3 has some weird stuff I just got used to, like the tire blurring, but I think it got patched. More AI implentation is inevitable, and the really nice thing about it is the performance and quality will continue to improve well after launch.
 

lh032

I cry about Xbox and hate PlayStation.
i can assure you, most PCMR who complains does not even know how it works or wont notice the differences, thsy just watch DF videos and complain and act like an expert.

Its basically the same people who flexing "native" pixels with "dynamic" pixels, by watching zoom in videos from DF
 
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cormack12

Gold Member
I played it for awhile at 17 fps....

Go Away GIF
 

Three

Member
A good chunk of PS5 games use it like Ratchet and Clank Rift apart, Spider Man 2, Black myth wukong etc. it’s usually used in the performance/rt modes or performance modes. I mean if the game runs smoother what’s the big deal using the technology. I would rather have so called fake frames then it running trash.
None of those games use frame generation in performance mode, RT modes or any mode, so I don't know what the hell you're talking about. The only game to use framegen on a PS5 is Wukong in performance mode and that was constantly called out as 'running bad'. To now turn around and say framegen is great based on Wukong using it would be strange.
 

BlackTron

Member
Gotta admit I didn't think frame gen was taking place on consoles at all, and that it was just an Nvidia thing. But yeah, Wukong does use it but see how that turned out.

 

DirtInUrEye

Member
Go watch DF's video on the new DLSS. They show what DLSS4 has fixed when compared to DLSS3.x using cyberpunk as an example. The artifacts are very easy to see so the fact that you don't see it probably means you don't know what to look out for.

It's more likely that I don't slo-mo zoom in 200% percent and academically analyse the image like they and you apparently do. Now I definitely remember seeing the pretty bad ghosting in DF's Spiderman DLSS3 preview, but by the time I got around to enabling the feature in Cyberpunk a year or so later, I recall being extremely impressed by how clean it appeared and how slick the image was in motion, frame times in particular were beautifully smooth. Playing on a large display, it was an excellent demonstration of Nvidia's FG tech. But that's just one game, I never enabled it again (due to input response).
 

GymWolf

Member
Because it's not perfect, simple as that.
Sometimes the games feel bad\\weird or you have graphical artifacts.
 
Frame gen has too many caveats as it stands. I've used it with my 4090 and it's pretty decent as long as you have at least 40 FPS as the base frame rate and get to around 70 minimum, like in CP2077 with path tracing, but that's only responsive enough for controller game play. With mouse you'd want 90+ FPS for it to feel responsive enough. And once you hit your monitor Hz limit you'll get tearing so you'll have to finagle with frame caps / vsync to prevent that. Probably not so big of an issue with 240 Hz panels, but my LG CX with 120 Hz I've come across the problem with most frame gen games.

Looking at FPS results with frame gen end up being really misleading. It really can be a very nice addition to smoothness, and the input lag issue negligible when you have the necessary base FPS, but it's really only good for 120 Hz and above gaming when input lag isn't crucial. It doesn't solve the problem of getting to 60 FPS in the first place, so it ends up being just an extra motion smoothing tech for high end GPUs. And once you go past 120 Hz, in reality what you want is input lag reduction, which fg only increases. Technically it'll still improve the smoothness, but with more 'fake' frames it'll probably create more artifacting issues than solve any remaining blur. Unfortunately we won't be getting traditional performance improvements due to silicon transistor costs like we used to, so Nvidia and game devs will have to come up with new AI optimization gimmicks to compensate.
 

Skifi28

Member
Gotta admit I didn't think frame gen was taking place on consoles at all, and that it was just an Nvidia thing. But yeah, Wukong does use it but see how that turned out.

There's a few more games that use it like the first descendant and immortals of something. It's actually not too bad in these two because the base framerate targets 60 which they try to double. Wukong's issue is not frame generation itself, but the choices made by developers. A tool is only as good as the person wielding it.
 

Elog

Member
It is a fantastic new graphical setting in terms of the traditional trade-off between image quality and FPS.

My problem is when people try to pretend that it is not a graphical setting (among many others). That is clearly Nvidias marketing strategy.
 

Hyet

Member
I don't see it as as a bad thing per se, but you can use it in shitty ways.

If the game is running at an OK framerate (for me is consistently from 70) but your display has a higher refresh rate I think its perfectly fine to generate frames until it matches the display since latency is not bad.

If your game is running at 30 fps and your gpu straight up makes up 90 frames from thin air that's not going to be a good experience. And no, that game isn't runnig at 120fps. That's a shitty way of using this tech.
 
Not for console it doesn’t it’s built in.
wrong again.

There`s nothing "built in". "available", yes, but not "built in"
It´s a dev choice if they use fsr-upscaling and/or fsr framegen and/or any kind of proprietary tech.
And so far (and there`s no reason devs can`t offer a toggle btw) it was only used in I think Immortals and Wukong.
 
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wipeout364

Member
It’s crazy that people push for 60 FPS over quality mode but accept this technology. People wanted 60 FPS due to how it feels. This is a step backwards. TANSTAAFL.
 

sertopico

Member
I've been using it on my 4090 since it's been introduced. With a good starting framerate (50-60 fps) it doesn't cause any issue. Lower than that, you're gonna run into a lot of input lag and visual artifacts.
 

Aenima

Member
The way i see it is that is a welcome feauture when your hardware is already dated and you need any help you can to make your game look a bit more smooth, but when you have to pay 2k for a brand new graphics cards, frame gen should not even be on your mind.
 

Larxia

Member
Not in all cases you can always turn the settings down a bit to improve the artifacts.
What? How would turning down settings reduce artifacts? How is it even related?
If you turn down the settings, it's to make the game less demanding and therefore not using frame generation... So yes, you won't have artifacts, because you eliminate frame generation.
 

Hyet

Member
I've been using it on my 4090 since it's been introduced. With a good starting framerate (50-60 fps) it doesn't cause any issue. Lower than that, you're gonna run into a lot of input lag and visual artifacts.
I'd be shocked if your 4090 doesn't run almost everything at 60fps minimum! At what resolution are you playing?
 

sertopico

Member
I'd be shocked if your 4090 doesn't run almost everything at 60fps minimum! At what resolution are you playing?
Believe me, the 4090 can struggle at max details on some titles. One example: Cyberpunk with some visual mods that add extra detail. I have an OLED 3440x1440p monitor. On CP, I use DLSSTweaks to increase the internal scaling resolution of the DLSS. In some cases the game can do around 45 real fps and the input lag is definitely noticeable as you move the mouse with FG enabled.
 
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