Timeline for Could frame interpolation like used by SmoothVideo Project be an option to increase the framerate of games without as big a performance hit?
Current License: CC BY-SA 3.0
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Jul 8, 2015 at 8:52 | comment | added | DMGregory♦ | Unsure of the claim that running a frame behind is a major obstacle for interactivity. Any multiplayer games using an authoritative server w/ (game state) interpolation between the last two updates will often show a greater lag, yet this includes some of the fastest-paced shooter games. We also don't necessarily need the next frame to construct intermediates in games, because unlike in video, games can generate ground-truth object masks & screenspace velocity information (similar to motion blur effects) which can be extrapolated. | |
Jul 8, 2015 at 5:57 | comment | added | House | In that case it's primarily the final sentence that applies. I'm not sure how much their technology abstracted away that feature. It may have taken significantly more work to not break the interpolation, or it could have "just worked". I imagine if it was the latter, we might see it show up in some of the major engines (if it's not patented). I'm not sure this feature alone is worth creating and maintaining your own engine. | |
Jul 8, 2015 at 5:29 | comment | added | cybrbeast | Any reaction to this smarter interpolation method mentioned below , which claims to prevent any increase in latency? eurogamer.net/articles/… | |
Jul 8, 2015 at 4:05 | history | answered | House | CC BY-SA 3.0 |