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Jul 9, 2015 at 5:18 vote accept cybrbeast
Jul 8, 2015 at 16:01 comment added cybrbeast I was trying to say better in all metrics compared to 30 fps unenhanced, not rendered 60fps
Jul 8, 2015 at 9:02 comment added DMGregory @David: the article means that it reduces apparent latency compared to running at 30 fps, for certain types of input. Running at 60 fps natively is still preferable when feasible (better latency and no interpolation artifacts), so many devs consider that their first-choice target. When games fail to hit 60 fps, it's not always with enough time or budget left to author an interpolation system to smooth the gaps - this system is quite complicated and, in TFU's case, is aided by some facets of their rendering pipeline which are not universally shared by all games.
Jul 8, 2015 at 4:18 comment added cybrbeast According to this article by using predictive interpolation that method can actually reduce latency! eurogamer.net/articles/… So it seems better in all metrics. But something must be missing as you'd think it would be used everywhere if this was true.
Jul 8, 2015 at 4:17 comment added user1430 Mostly for the reasons outlined in Byte56's answer: it's not without drawbacks and in many cases those drawbacks aren't worth it, given that there are other ways to achieve higher frame rates as well.
Jul 8, 2015 at 4:10 comment added cybrbeast Thanks for the info. Found a publication on it: dl.acm.org/citation.cfm?id=1837047 It seems successful, so why hasn't it seen wider use?
Jul 8, 2015 at 3:56 history answered DMGregory CC BY-SA 3.0