Yeah with frame gen off it’s still like 110-120 with dips in the high double digits
Comment on DLSS Multi-Frame Generation Is Now Easier To Enable On Steam Deck, And It Makes Gameplay Worse
brucethemoose@lemmy.world 3 days agoIf the rendered framerate is ~60fps (which I’d wager is the case for you), it probably looks great.
Interpolation isn’t psychic; of course its going to look like jello “guessing” what’s between frames at a slideshow pace, especially with the constraint of low latency, without any future frames to use.
But I do have issue with some devs (and some of Nvidia’s marketing) treating it as a crutch. It’s not a fix to 15fps, but it’s a fine way to get 60 to 135 smoothly.
bitjunkie@lemmy.world 2 days ago
paraphrand@lemmy.world 3 days ago
Exactly. Frame gen is trash if you can only hit like 28 FPS before turning it on. But if you are already over 60, it can be fine.
But there is always a latency penalty, and that’s why if you can’t make frame rate without it, you are just digging a deeper hole latency wise.
brucethemoose@lemmy.world 3 days ago
Ah, right.
That’s sad. AFAIK Oculus developed more integrated interpolation (and, separately, warping) to help with perceived latency:
www.uploadvr.com/reprojection-explained/
But that’s like lost magic these days.
paraphrand@lemmy.world 2 days ago
That one is a bit different because it’s intended to fill in hitches and small dips. It’s not magic. It won’t take you from 60 to 90 fps the whole time. That won’t be a nice experience.
In fact, people usually turn off the version valve made for SteamVR when using VRChat because VRChat almost never meets frame rate in most busy worlds. And it’s better to just have a lower frame rate instead of warped and interpolated frames. It’s counter intuitive but true.