this post was submitted on 10 Dec 2024
69 points (87.9% liked)
PC Gaming
8786 readers
403 users here now
For PC gaming news and discussion. PCGamingWiki
Rules:
- Be Respectful.
- No Spam or Porn.
- No Advertising.
- No Memes.
- No Tech Support.
- No questions about buying/building computers.
- No game suggestions, friend requests, surveys, or begging.
- No Let's Plays, streams, highlight reels/montages, random videos or shorts.
- No off-topic posts/comments, within reason.
- Use the original source, no clickbait titles, no duplicates. (Submissions should be from the original source if possible, unless from paywalled or non-english sources. If the title is clickbait or lacks context you may lightly edit the title.)
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
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.
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.
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.
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.