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close04 | 6 days ago
If I understand what you describe, this is generating a frame "in the past", an average between 2 frames you already generated, so not very useful? If you already have frames #1 and #2, you want to guess frame #3, not generate frame #1.5.
The higher the "real frame" rate, the smaller the differences from one to the next. This makes it easier to predict those differences, and "hide" a bad prediction. On the other hand if you have 10FPS you have to "guess" 100ms worth of changes to the frame which is a lot to guess or hide if the algorithm gets it wrong.
Borealid|6 days ago
In my opinion it is quite difficult to provide a definition of "fps" that somehow makes 45-fps-native-with-frame-doubling be counted as 90 but doesn't also make either of the ludicrous examples I presented be counted as 90.
close04|6 days ago
A measure for "FPS effectiveness" sounds interesting. Like how much detail, changes, information can you discretely convey per second relative to what the game is continuously generating.
A Nyquist of sorts. Are you just duplicating samples? Are you sampling a high frequency signal (fast motion in the game) at high enough rate (lots of discrete FPS)?