• Mandy@sh.itjust.works
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    4 days ago

    They really trying everything besides not bloating the game to shit and optimising their games

  • RightHandOfIkaros@lemmy.world
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    5 days ago

    This is great and I hope this technology can be implemented on older hardware that maybe barely doesn’t meet todays high system requirements.

    I hope this is not used as a crutch by developers to hide really bad optimization and performance, as they have already been doing with upscalers like FSR/DLSS.

    • vrighter@discuss.tchncs.de
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      5 days ago

      no, I fucking hope not. Older games rendered an actual frame. Modern engines render a noisy, extremely ugly mess, and rely on temporal denoising and frame generation (which is why most modern games only show you scenes with static scenery with a very slow moving camera).

      Just render the damn thing properly in the first place!

      • Lemming6969@lemmy.world
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        5 days ago

        Depends what you want to render. High fps requirements in conjunction with movement where the human eye is the bottleneck is a perfect interpolation case. In such a case the bad frames aren’t really seen.

        • vrighter@discuss.tchncs.de
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          5 days ago

          no, it depends how you want to render it. Older games still had most of today’s effects. It’s just that everyone is switching to unreal, whose focus isn’t games anymore. And which imo, looks really bad on anything except a 4090, if that. Nobody is putting in the work for an optimized engine. There is no “one size fits all”. They do this to save money in development, not because it’s better.

          ffs even the noisy image isn’t always at native resolution anymore.

          • Lemming6969@lemmy.world
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            5 days ago

            A context aware interpolation with less overhead is a cool technology as compared to context unaware averaging. How that ends up implemented in various engines is a different topic.

            • vrighter@discuss.tchncs.de
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              4 days ago

              there should’t be any averaging! Just render the damn frame!

              You can’t tell me we could get something like mgsV on previous gen hardware at 60 fps, And that hardware with 9 times the processing power can only render a lower resolution, noisy image which is then upscaled and denoised… at 30 fps.

              “But raytracing!!!”

              If these are the compromises that need to be made just to shoehorn that in, then current hardware isn’t really capable of realtime raytracing in the first place.

      • RightHandOfIkaros@lemmy.world
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        4 days ago

        I think you are misunderstanding, because I agree with you when the games minimum hardware requirements are met.

        I am saying I hope this technology can be used so that hardware that is below minimum requirements could potentially still get decently playable framerates using this technology on newer titles. The obvious drawback being decreased visual quality. I agree that upscaling, particularly TAA and its related effects, should not be used to reduce system requirements because the developers do not design their game well or make use of ugly effects. But I think this can be useful for old systems or perhaps only integrated graphics chips depending on how the technology works. That was what I meant. Sorry I was not clear enough initially.

  • Lumidaub@feddit.org
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    5 days ago

    I REALLY love how, in this AI friendly article, they’re using a picture of Aloy. 5/7 no notes.

  • HollowNaught@lemmy.world
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    4 days ago

    As a gut who absolutely hates those “60fps 4k anime fight scene rerenders” I hope to dear god this isn’t used in the future

  • sp3ctr4l@lemmy.zip
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    4 days ago

    The paper includes the following chart for average frame gen times at various resolutions, in various test scenarios they compared with other frame generation methods.

    Here’s their new method’s frame gen times, averaged across all their scenarios.

    540p: 2.34ms

    720p: 3.66ms

    1080p: 6.62ms

    Converted to FPS, by assuming constant frametimes, thats about…

    540p: 427 FPS

    720p: 273 FPS

    1080p: 151 FPS

    Now lets try extrapolated pixels per frametime to guesstimate an efficiency factor:

    540p: 518400 px / 2.34 ms = 221538 px/ms

    720p: 921600 px / 3.66 ms = 251803 px/ms

    1080p: 2073600 px / 6.62 ms = 313233 px/ms

    Plugging pixels vs efficiency factor into a graphing system and using power curve best fit estimation, you get these efficiency factors for non listed resolutions:

    1440p: 361423 px/ms

    2160p: 443899 px/ms

    Which works out to roughly the following frame times:

    1440p: 10.20 ms

    2160p: 18.69 ms

    Or in FPS:

    1440p: 98 FPS

    2160p: 53 FPS

    … Now this is all extremely rough math, but the basic take away is that frame gen, even this faster and higher quality frame gen, which doesn’t introduce input lag in the way DLSS or FSR does, is only worth it if it can generate a frame faster than you could otherwise fully render it normally.

    (I want to again stress here this is very rough math, but I am ironically forced to extrapolate performance at higher resolutions, as no such info exists in the paper.)

    IE, if your rig is running 1080p at 240 FPS, 1440p at 120 FPS, or 4K at 60 FPS natively… this frame gen would be pointless.

    I… guess if this could actually somehow be implemented at a driver level, as an upgrade to existing hardware, that would be good.

    But … this is GPU tech.

    Which, like DLSS, requires extensive AI training sets.

    And is apparently proprietary to Intel… so it could only be rolled out on existing or new Intel GPUs (until or unless someone reverse engineers it for other GPUs) which basically everyone would have to buy new, as Intel only just started making GPUs.

    Its not gonna somehow be a driver/chipset upgrade to existing Intel CPUs.

    Basically this seems to be fundamental to Intel’s gambit to make its own new GPUs stand out. Build GPUs for less cost, with less hardware devoted to G Buffering, and use this frame gen method in lieu of that.

    It all depends on the price to performance ratio.

    • tekato@lemmy.world
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      4 days ago

      Now this is all extremely rough math, but the basic take away is that frame gen, even this faster and higher quality frame gen, which doesn’t introduce input lag in the way DLSS or FSR does, is only worth it if it can generate a frame faster than you could otherwise fully render it normally.

      The point of this method is that it takes less computations than going through the whole rendering pipeline, so it will always be able to render a frame faster than performing all the calculations unless we’re at extremes cases like very low resolution, very high fps, very slow GPU.

      IE, if your rig is running 1080p at 240 FPS, 1440p at 120 FPS, or 4K at 60 FPS natively… this frame gen would be pointless.

      Although you did mention these are only rough estimates, it is worth saying that these numbers are only relevant to this specific test and this specific GPU (RTX 4070 TI). Remember time to run a model is dependent on GPU performance, so a faster GPU will be able to run this model faster. I doubt you will ever run into a situation where you can go through the whole rendering pipeline before this model finishes running, except for the cases I listed above.

      I… guess if this could actually somehow be implemented at a driver level, as an upgrade to existing hardware, that would be good

      It can. This method only needs access to the frames, which can easily be accessed by the OS.

      But … this is GPU tech.

      This can run on whatever you want that can do math (CPU, NPU, GPU), they simply chose a GPU. Plus it is widely known that CPUs are not as good as GPUs at running models, so it would be useless to run this on a CPU.

      And is apparently proprietary to Intel… so it could only be rolled out on existing or new Intel GPUs (until or unless someone reverse engineers it for other GPUs) which basically everyone would have to buy new, as Intel only just started making GPUs.

      Where did you get this information? This is an academic paper in the public domain. You are not only allowed, but encouraged to reproduce and iterate on the method that is described in the paper. Also, the experiment didn’t even use Intel hardware, it was NVIDIA GPU and AMD CPU.

      • sp3ctr4l@lemmy.zip
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        4 days ago

        The point of this method is that it takes less computations than going through the whole rendering pipeline, so it will always be able to render a frame faster than performing all the calculations unless we’re at extremes cases like very low resolution, very high fps, very slow GPU.

        I feel this is a bit of an overstatement, otherwise you’d only render the first frame of a game level and then just use this method to extrapolate every single subsequent frame.

        Realistically, the model has to return back to actually fully pipeline rendered frames from time to time to re-reference itself, otherwise you’d quickly end up with a lot of hallucination/artefacts, kind of an AI version of a shitty video codec that morphs into nonsense when its only generating partial new frames based on detected change from the previous frame.

        Its not clear at all, at least to me, in the paper alone, the average frequency, or under what conditions that reference frames are reffered back to… after watching the video as well, it seems they are running 24 second, 30 FPS scenes, and functionally doubling this to 60 FPS, by referring to some number of history frames to extrapolate half of the frames in the completed videos.

        So, that would be a 1:1 ratio of extrapolated frame to reference frame.

        This doesn’t appear to actually be working in a kind of real time, moderated tandem between real time pipeline rendering and frame extrapolation.

        It seems to just be running already captured videos as input, and then rendering double FPS videos as output.

        …But I could be wrong about that?

        I would love it if I missed this in the paper and you could point out to me where they describe in detail how they balance the ratio of, or conditions in which a reference frame is actually referred to… all I’m seeing is basically ‘we look at the history buffer.’

        Although you did mention these are only rough estimates, it is worth saying that these numbers are only relevant to this specific test and this specific GPU (RTX 4070 TI).

        Thats a good point, I missed that, and it’s worth mentioning they ran this on a 4070ti.

        I doubt you will ever run into a situation where you can go through the whole rendering pipeline before this model finishes running, except for the cases I listed above.

        Unfortunately they don’t actually list any baseline for frametimes generated through the normal rendering pipeline, would have been nice to see that as a sort of ‘control’ column where all the scores for the various ‘visual difference/error from standard fully rendered frames’ are all 0 or 100 or whatever, then we could compare some numbers of how much quality you lose for faster frames, at least on a 4070ti.

        If you control for a single given GPU then sure, other than edge cases, this method will almost always result in greater FPS for a slight degredstion in quality…

        …but there’s almost no way this method is not proprietary, and thus your choice will be between price comparing GPUs with their differing rendering capabilities, not something like ‘do i turn MSAA to 4x or 16x’, available on basically any GPU.

        More on that below.

        This can run on whatever you want that can do math (CPU, NPU, GPU), they simply chose a GPU. Plus it is widely known that CPUs are not as good as GPUs at running models, so it would be useless to run this on a CPU.

        Yes, this is why I said this is GPU tech, I did not figure that it needed to be stated that oh well ok yes technically you can run it locally on a CPU or NPU or APU but its only going to actually run well on something resbling a GPU.

        I was aiming at practical upshot for average computer user not comprehensive breakdown for hardware/software developers and extreme enthusiasts.

        Where did you get this information? This is an academic paper in the public domain. You are not only allowed, but encouraged to reproduce and iterate on the method that is described in the paper. Also, the experiment didn’t even use Intel hardware, it was NVIDIA GPU and AMD CPU.

        To be fair, when I wrote it originally, I used ‘apparently’ as a qualifier, indicating lack of 100% certainty.

        But uh, why did I assume this?

        Because most of the names on the paper list the company they are employed by, there is no freely available source code, and just generally corporate funded research is always made proprietary unless explicitly indicated otherwise.

        Much research done by Universities also ends up proprietary as well.

        This paper only describes the actual method being used for frame gen in relatively broad strokes, the meat of the paper is devoted to analyzing it’s comparative utility, not thoroughly discussing and outlining exact opcodes or w/e.

        Sure, you could try to implement this method based off of reading this paper, but that’s a far cry from ‘here’s our MIT liscensed alpha driver, go nuts.’

        …And, now that you bring it up:

        Intel filed what seem to me to be two different patent applications, almost 9 months before the paper we are discussing came out, with 2 out of 3 of the credited inventors on the patents also having their names on this paper, which are directly related to this academic publication.

        This one appears to be focused on the machine learning / frame gen method, the software:

        https://patents.justia.com/patent/20240311950

        And this one appears to be focused on the physical design of a GPU, the hardware made to leverage the software.

        https://patents.justia.com/patent/20240311951

        So yeah, looks to me like Intel is certainly aiming at this being proprietary.

        I suppose its technically possible they do not actually get these patents awardes to them, but I find that extremely unlikely.

        EDIT: Also, lol video game journalism processional standards strike again, whoever wrote the article here could have looked this up and added this highly relevant ‘Intel is pursuing a patent on this technology’ information to their article in maybe a grand total of 15 to 30 extra minutes, but nah, too hard I guess.

        • tekato@lemmy.world
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          4 days ago

          I feel this is a bit of an overstatement, otherwise you’d only render the first frame of a game level and then just use this method to extrapolate every single subsequent frame.

          Well, you would need a “history” of frames, so 1 wouldn’t be enough. Anyways, that’s fully possible, but then you would be generating garbage.

          Realistically, the model has to return back to actually fully pipeline rendered frames from time to time to re-reference itself, otherwise you’d quickly end up with a lot of hallucination/artefacts, kind of an AI version of a shitty video codec that morphs into nonsense when its only generating partial new frames based on detected change from the previous frame.

          That’s correct, nobody said otherwise. This is to help increase frame rate, so you need a source of frames to increase. Regular frames are still rendered as fast as the GPU can.

          Its not clear at all, at least to me, in the paper alone, the average frequency, or under what conditions that reference frames are reffered back to… after watching the video as well, it seems they are running 24 second, 30 FPS scenes, and functionally doubling this to 60 FPS, by referring to some number of history frames to extrapolate half of the frames in the completed videos.

          Because that’s implementation specific. As specified on the paper, once you have a history of frames, you can use the latest frame t_n to generate up to the t_(n+i) frame, where i is how many frames you want to generate. The higher i is, the higher the frame rate but also the more likely it is to be garbage.

          So, that would be a 1:1 ratio of extrapolated frame to reference frame.
          This doesn’t appear to actually be working in a kind of real time, moderated tandem between real time pipeline rendering and frame extrapolation.

          I didn’t watch the video, but that’s completely possible. After you have a couple of frames generated, you can start alternating between a real frame and a generated one with this method. So you can’t have 60 fps at the beginning, but you can after a few frames.

          It seems to just be running already captured videos as input, and then rendering double FPS videos as output.

          The only difference between watching a movie and playing a video game is that the movie isn’t polling your input. This framework only cares about the previously rendered frames, and from a technical standpoint, they’re both just a bunch of pixels.

          I would love it if I missed this in the paper and you could point out to me where they describe in detail how they balance the ratio of, or conditions in which a reference frame is actually referred to… all I’m seeing is basically ‘we look at the history buffer.’

          Yes that’s because it is the implementer’s choice. I don’t know if they say what ratio they used, but it doesn’t matter because you don’t have to use their ratio. Anyone can implement this as they want and tune for quality/performance.

          Unfortunately they don’t actually list any baseline for frametimes generated through the normal rendering pipeline, would have been nice to see that as a sort of ‘control’ column where all the scores for the various ‘visual difference/error from standard fully rendered frames’ are all 0 or 100 or whatever, then we could compare some numbers of how much quality you lose for faster frames, at least on a 4070ti.

          Yes that’s a thing they seem to have missed. Would have been nice to see how it compared to actual rendering.

          Yes, this is why I said this is GPU tech, I did not figure that it needed to be stated that oh well ok yes technically you can run it locally on a CPU or NPU or APU but its only going to actually run well on something resbling a GPU.
          I was aiming at practical upshot for average computer user not comprehensive breakdown for hardware/software developers and extreme enthusiasts.

          Yes that’s true for now. But remember that Windows started a trend with Copilot where manufacturers are now encouraged to include NPUs in their CPUs. Every modern laptop (M series, Qualcomm, latest Intel/AMD) now include NPUs in them (although underpowered ones, but these are first generation devices so it will inevitably get better), so in the near future these could run on the NPU that would come in almost all computers. Once NPUs are more common, this could easily become a driver.

          To be fair, when I wrote it originally, I used ‘apparently’ as a qualifier, indicating lack of 100% certainty.
          But uh, why did I assume this?
          Because most of the names on the paper list the company they are employed by, there is no freely available source code, and just generally corporate funded research is always made proprietary unless explicitly indicated otherwise.
          Much research done by Universities also ends up proprietary as well.

          Yes Intel will not give the source code, but that’s not needed to recreate this experiment. Corporate funded academic research can be proprietary, but if it is published to the public then anyone is free to use that knowledge. The whole point of academic journals is to share the knowledge, if you wanted to keep it private you simply don’t publish it.

          This paper only describes the actual method being used for frame gen in relatively broad strokes, the meat of the paper is devoted to analyzing it’s comparative utility, not thoroughly discussing and outlining exact opcodes or w/e.

          Yes, because the method is all you need to recreate this. Intel is a for profit company so they might keep their own implementation to themselves. Pages 4:7 tell you exactly what you need to do to replicate this with details, they even give the formulas they used where needed. Remember this is supposed to be a general and modular framework that can be tuned depending on your goals, so the method needs to reflect that generality to allow for experimentation.

          Sure, you could try to implement this method based off of reading this paper, but that’s a far cry from ‘here’s our MIT liscensed alpha driver, go nuts.’

          They might publish it in the future, they might not, but if they don’t nothing is lost and they get a head start on implementing research that they paid for.

          Intel filed what seem to me to be two different patent applications, almost 9 months before the paper we are discussing came out, with 2 out of 3 of the credited inventors on the patents also having their names on this paper, which are directly related to this academic publication.
          This one appears to be focused on the machine learning / frame gen method, the software:
          https://patents.justia.com/patent/20240311950

          This patent is about hardware configuration of a system designed to run such a model in a way that Intel considers optimal. So I guess they’re considering designing SOCs specialized on these things (maybe for handhelds?). But this is not related to the paper, since this doesn’t affect your ability to train and run this model on your RTX like they did on the paper.

          And this one appears to be focused on the physical design of a GPU, the hardware made to leverage the software.
          https://patents.justia.com/patent/20240311951
          So yeah, looks to me like Intel is certainly aiming at this being proprietary.
          I suppose its technically possible they do not actually get these patents award

          This one is more tricky, but it also does not affect your ability to implement your own model. What they are doing here is akin to a real-time kernel operation but for graphics. You set a maximum time for a frame to be rendered (ideally monitor refresh rate), if the algorithm decides that the GPU won’t meet that deadline, then you generate the frame and discard whatever the GPU was doing. It’s basically a guarantee to meet the display update frequency (or proper v-sync). Also they aren’t likely to get this one because they’re trying to patent the logic: if time1 is less than tmax, pick option one; else pick option two.

          These patents do not affect the paper in any way, since they do not cover what is needed for this method (RTX 4070 Ti, Ryzen 9 5900X, Pytorch, TensorRT, and NVIDIA Falcor) or their alternatives.

          • sp3ctr4l@lemmy.zip
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            4 days ago

            … I mean, in an academic sense, if you possess the ability to implement the method, sure you can make your own code and do this yourself on whatever hardware you want, train your own models, etc.

            But from a practical standpoint of an average computer hardware user, no, you I don’t think you can just use this method on any hardware you want with ease, you’ll be reliant on official drivers which just do not support / are not officially released for a whole ton of hardware.

            Not many average users are going to have the time or skillset required to write their own inplementations, train and tweak the AI models for every different game at every different resolution for whichever GPUs / NPUs etc the way massive corporations do.

            It’ll be a ready to go feature of various GPUs and NPUs and SoCs and whatever, designed and manufactured by Intel, reliant on drivers released by Intel, unless a giant Proton style opensource project happens, with tens or hundreds or thousands of people dedicates themselves to making this method work on whatever hardware.

            I think at one point someone tried to do something like this, figuring out how to hackily implement DLSS on AMD GPUs, but this seems to require compiling your own dlls, and is based off of such a random person’s implementation of DLSS, and is likely quite buggy and inefficient compared to an actual Nvidia GPU with official drivers.

            https://github.com/PotatoOfDoom/DLSS/tree/981fff8e86274ab1519ecb4c01d0540566f8a70e

            https://github.com/PotatoOfDoom/CyberFSR2

            https://docs.google.com/spreadsheets/d/1XyIoSqo6JQxrpdS9l5l_nZUPvFo1kUaU_Uc2DzsFlQw/htmlview

            Yeah, looks like a whole bunch of compatibility issues and complex operations for a ‘i just want play game’ end user to figure out.

            Also hey! Your last bit there about the second patent I listed seems to describe how they’re going to do the real time moderation between which frames are fully pipeline rendered and which ones are extrapolated: use the described GPU kernel operation to estimate pipeline frame rendering times along with a target FPS/refresh rate, do extrapolation whenever FPS won’t hit target FPS.

            … Which would mean that the practical upshot for an average end user is that if they’re not using a GPU architecture designed with this method in mind, the method isn’t going to work very well, which means this is not some kind of magic ‘holy grail’, universal software upgrade for all old hardware (I know you haven’t said this, but others in this thread have speculated at this)…

            And that means the average end user is still in a state of comparing cost vs performance/features of an increasingly architecture divergent selection of future GPUs/NPUs/SoCs/APUs.

            And also the overhead of doing the calculation of predicting pipeline render times vs extrapolated frame render times is not being figured in with this paper, meaning that the article based on the paper is at least to some extent overstating this method’s practical quickness to the general public.

            I think the disconnect we are having here is that I am coming at this from a ‘how does this actually impact your average gamer’ standpoint, and you are coming at it from much more academic standpoint, inclusive of all the things that are technically correct and possible, whereas I am focusing on how that universe of technically possible things is likely to condense into a practical reality for the vast majority of non experts.

            Maybe ‘propietary’ was not exactly the technically correct term to use.

            What is a single word that means ‘this method is a feature that is likely to only be officially, out of the box supported and used by specific Intel GPUs/NPUs etc until Nvidia and/or AMD decide to officially support it out of the box as well, and/or a comprehensive open source team dedicates themselves to maintaining easy to install drivers that add the same functionality to non officially supported hardware’?

            Either way, I do enjoy this discussion, and acknowledge that you seem to be more knowledgeable in the technicalities than myself.

            • tekato@lemmy.world
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              3 days ago

              I mean, in an academic sense, if you possess the ability to implement the method, sure you can make your own code and do this yourself on whatever hardware you want, train your own models, etc.
              But from a practical standpoint of an average computer hardware user, no, you I don’t think you can just use this method on any hardware you want with ease, you’ll be reliant on official drivers which just do not support / are not officially released for a whole ton of hardware.
              Not many average users are going to have the time or skillset required to write their own inplementations, train and tweak the AI models for every different game at every different resolution for whichever GPUs / NPUs etc the way massive corporations do.
              It’ll be a ready to go feature of various GPUs and NPUs and SoCs and whatever, designed and manufactured by Intel, reliant on drivers released by Intel, unless a giant Proton style opensource project happens, with tens or hundreds or thousands of people dedicates themselves to making this method work on whateverhardware.

              Yes, this was never intended for the average user, the average user doesn’t even understand what is being explained in the paper. This is for video game studios to include with their games, or driver and OS developers to implement this system wide. The user gets provided a working product as usual. How many users do you think go and play with the FSR code which is totally open source? Not many (I’m inclined to say zero).

              I think at one point someone tried to do something like this, figuring out how to hackily implement DLSS on AMD GPUs, but this seems to require compiling your own dlls, and is based off of such a random person’s implementation of DLSS, and is likely quite buggy and inefficient compared to an actual Nvidia GPU with official drivers.

              I’m not aware of somebody trying DLSS on AMD, but I don’t think it will ever work. Anyways, this is precisely why this isn’t intended for the average user, because even the average developer doesn’t know how to work these things. There’s very few people who know what to do with the information that was provided, as is the case with most academic papers.

              Which would mean that the practical upshot for an average end user is that if they’re not using a GPU architecture designed with this method in mind, the method isn’t going to work very well, which means this is not some kind of magic ‘holy grail’, universal software upgrade for all old hardware (I know you haven’t said this, but others in this thread have speculated at this

              Yes, new technologies are never guaranteed to work with old hardware. That’s just how things are unfortunately.

              And also the overhead of doing the calculation of predicting pipeline render times vs extrapolated frame render times is not being figured in with this paper, meaning that the article based on the paper is at least to some extent overstating this method’s practical quickness to the general public.

              The real-time arbitration is not the focus of this paper so that’s expected. Here they describe the framework, and the patent is just a particular use case for it.

              I think the disconnect we are having here is that I am coming at this from a ‘how does this actually impact your average gamer’ standpoint, and you are coming at it from much more academic standpoint, inclusive of all the things that are technically correct and possible, whereas I am focusing on how that universe of technically possible things is likely to condense into a practical reality for the vast majority of non experts.

              I guess that makes sense.

              What is a single word that means ‘this method is a feature that is likely to only be officially, out of the box supported and used by specific Intel GPUs/NPUs etc until Nvidia and/or AMD decide to officially support it out of the box as well, and/or a comprehensive open source team dedicates themselves to maintaining easy to install drivers that add the same functionality to non officially supported hardware’?

              Unfortunately that’s the case with any advanced technology, no matter how open it is. We depend on companies who are willing to pay somebody to figure it out.

  • MentalEdge@sopuli.xyz
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    4 days ago

    Can we please stop with this shit?

    The ideal framerate booster was already invented, it’s called asynchronous space warp.

    Frames are generated by the GPU at whatever rate it can do, and then the latest frame is “updated” using reprojection at the framerate of the display, based on input.

    Here is LTT demoing it two years ago.

    It blows my mind that were wasting time with fucking frame generation, when a better way to acheive the same result has been used for VR (where adding latency is a GIANT no-no) for nearly a decade.

    • ocassionallyaduck@lemmy.world
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      4 days ago

      This is a hilariously bad take for anything not VR. async warping causes frame smearing on detail that is really noticable when the screens aren’t so close your peripheral blind spots make up for it.

      Its an excellent tool in the toolbox but to pretend that async reprojection “solved” this kind of means you don’t understand the problem itself…

      Edit: also the LTT video is very cool as a proof of concept, but absolutely demonstrates my point regarding smearing. There are also many, MANY cases where a clean frame with legible information would be preferable to a less latent smeared frame.

      • MentalEdge@sopuli.xyz
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        4 days ago

        Thank you for being rude.

        I’m not pretending it solves anything other than the job of increasing the perceived responsiveness of a game.

        There are a variety of potential ways to fill in the missing peripheral data, or even occluded data, other than simply stretching the edge of the image. Some of which very much overlap with what DLSS and frame generation are doing.

        My core argument is simply that it is superior to frame generation. If you’re gonna throw in fake frames, reprojection beats interpolation.

        Frame generation is completely unfit for purpose, because while it may spit out more frames, it makes games feel LESS responsive, not more.

        ASW does the opposite. Both are “hacky” and “fake” but one is clearly superior in terms of the perceived experience.

        One lets me feel like the game is running faster, the other makes the game look like it runs faster, while making it feel slower.

        This solution by intel is better, essentially because it works more like ASW than other implementations of frame generation.

        • ocassionallyaduck@lemmy.world
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          3 days ago

          Frame reprojection lacks motion data. It is in the title. It is reprojecting the last frame. Frame generation uses the interval between real frames, feeds in vector data, and estimates movement.

          If I am trying to follow a ball going across the screen, not moving my mouse, reprojection is flat out worse. Because it is reprojecting the last frame, where nothing moved. Frame 1, Frame 1RP , then Frame 2. 1 and 1RP would have the ball in the exact same place. If I move my viewpoint, then the perspective will feel correct, viewport edges will blur and the reprojection will map to perspective which feels better for head tracking in VR. But for information delivery it is no new data, not even a guess. It’s still the same frame, just in a different point in space. Not till the next real frame comes in.

          With frame generation, if I am watching this ball again, now it looks more like Frame 1 (Real), Frame 1G (estimate), Frame 2 (real) Now frame 1 and frame 1G have different data, and 1G is built on vector data between frames. Not 100% but it’s a educated guess where the ball is going between frame 1 and frame 2. If I move my viewpoint, it is not as responsive feeling as reprojection, but it the gained fake middle frame helps with motion tracking in action.

          The real answer is to use frame generation with low-latency configurations, and also enable reprojection in the game engine if possible. Then you have the best of both worlds. For VR, the headset is the viewport, so it’s handled at a driver level. But for games, the viewport is a detached virtual camera, so the gamedev has to expose this and setup reprojection, or Nvidia and AMD need to build some kind of DLSS/FSR like hook for devs to utilize.

          But if you could do both at once, that would be very cool. You would get the most responsive feel in terms of lag between input and action on screen, while also getting motion updates faster than a full render pass. So yes, Intel’s solution is a set in that direction. But ASW is not in itself a solution, especially for high motion scenes with lost of graphics. There is a reason the demo engine in the LTT video was extremely basic. If you overloaded that with particle effects and heavy rendering like you see in high end titles, then the smearing from reprojection would look awful without rules and bounding on it.

          • MentalEdge@sopuli.xyz
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            3 days ago

            The reprojected frame with the ball in the same spot is still more up to date than a generated frame using interpolation.

            With reprojection, every other frame is showing where the ball actually is.

            It essential displays the game-world at the framerate it is actually being generated, with as little latency as possible.

            I vastly prefer this. Together with the reduced perceived input latency, this makes motion tracking FAR easier than with frame generation.

            With current frame generation, every frame, is showing where the ball was, two or three frames ago. You never see where it is right now. Due to this, in fast paced action, hand-eye coordination is slower, more likely to overshoot, etc.

            And further developed reprojection, absolutely could account for such things.

            • ocassionallyaduck@lemmy.world
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              2 days ago

              Your understanding of frame generation is incorrect.

              Again let’s say a huge absurdly low FPS and a big frame window for example. 10ms between frames.

              If your frame windows is 10ms. Frame 1 at 0ms and Frame 2 at 10ms. Frame generation is not just interpolation. That is what your new TV does when you activate motion smoothing and soap opera mode. This is not what framegen is, at all.

              In frame generation the frame generation engine (driver or program) stores a motion vector array. This determines the trend line of how pixels are likely to change. In our example, the motion vectors for the ball indicate large motion in a diagonal direction let’s say, and the overall frame indicates low or no motion due to the user not swinging the camera wildly. The frame generation then uses frame 1 to make an estimate of a frame 1.5, and the ball does actually move in the image thanks to motion vector analysis. The ball moves independently of the scene itself due to the change in user camera, so the user can see the ball itself moving against the background.

              So, in frame 1.5, the ball you are seeing, as well as the scene, have actually moved. Now, the user can see this motion, and lets say they didn’t notice it in frame 1. This means frame 1.5 is a chance for them to react! And their inputs go through sooner, reducing true latency by allowing them to react to in-game stimus faster. Yes, even if the frame is “faked”

              In reprojection, at frame 1.5RP, again crucially there is not any new scene data. Reprojection is not using motion vectors it’s using the camera and geometry only. If the user isn’t moving the POV at all for example then the reprojection just puts the frame where it already was and the user waits the full 10ms before the ball appears to move. Even if the camera is moving, reprojection is going to adjust the scene angle relative to camera, the ball is not going to move within the overall scene. Again, consider if the ball is flying left, and the user walking left. The reprojection cannot move the ball left. If anything, if the reprojection is put on the existing scene geometry, the opposite would occur and the ball may even appear to move right or slow down due to paralax.

              Reprojection uses old frame data and moves it like flat cards in 3d space, so the frame of the ball in scene the ball stays in position till frame 2. And can only be affect by camera motion that drives reprojection, not other rendering data. And what the user sees of the ball wouldn’t change until 10ms later. Only the overall flat scene can reprojection, so the user tilting the camera or swinging it can feel instantly responsive. But till the next render pass, the real motion data, delivered either via motion vector or frame 2, doesn’t his them in a reprojection on 1.5.

              So again, your understanding of current frame gen is wildly incorrect. And what you are describing for reprojection getting better is essentially to add reprojection to framegen. And use motion vectors to render the new portion of the frame, and use the projection to adjust overall pov based on camera input. Which again, works well. Adding reprojection and Framegen together is not a bad idea. And reprojection is great for reducing perceived latency (why it is essential for avoiding motion sickness in VR). These are two techniques solving different forms of latency issues. Combined they offer far more.

              • MentalEdge@sopuli.xyz
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                2 days ago

                So the article above is sraight up wrong? All frame generation is already extrapolation, not interpolation?

                I had to look it up because I could have sworn that reprojection can and does use motion vectors to do more than just update the perspective.

                AND IT DOES.

                You’re talking about what VR does as the last step of EVERY rendered frame, which is an extremely simple reprojection to get the frame closer to what it would have been (what oculus called ATW), had it been rendered instantly (which it obviously can’t be). This is also seemingly the extend to which the unity demo showcased by LTT took it.

                What Oculus called ASW, asynchronous space warp, absolutely can and does update the position of the ball, which is why it can and is used to entirely replace rendering every other frame.

                Valves version of it is a lot simpler, and closer to just ATW, and does not use motion vectors when compensating for lost frames. Unlike ASW their solution was never meant to be used constantly, for every other frame, to enable VR on lesser hardware.

    • tekato@lemmy.world
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      4 days ago

      Second page of the paper explains the shortcomings of warping and hole filling.