• 0 Posts
  • 8 Comments
Joined 3 years ago
cake
Cake day: June 18th, 2023

help-circle

  • I think it’s valid for boosting raw 60fps to 120fps (or whatever your max refresh rate is) in games that aren’t super latency sensitive. Boosting something like 180 or 240FPS to 360 or 480 is probably valid for more latency sensitive things like competitive shooters since it would (theoretically) increase readability of motion at an imperceptible cost to latency.

    Personally, I’d probably use multi-frame-gen only for boosting games that are capped at 60 and for games where I can stably reach 120 but no higher if I had a super high refresh rate monitor and the game provides good clean frames to start with (which is… Arguable in a ton of modern titles).

    Using it to boost, like, 30->60 or higher, or even 45->90, is idiotic. The latency at native 30 is already annoying and at 45 is just barely pushing into the range where it’s less noticeable in casual play, so adding any latency is just a really bad trade.






  • NGL that block pattern thing is something I never really noticed but it makes a lot of sense. The messy way to do it in C++ would be with a lambda that you then just evaluate, but being about to avoid that and instead using standard scoping syntax for the same thing neat. I’m pretty sure I’ve even done this before without even thinking about it.

    And if you put all of the definitions you need right at the top it’s super easy to split out into a function if/when you need it elsewhere