This is for multiplying your fps by 3x or 4x, but the input lag, ghosting, stuttering, and other issues make everything worse. Overall I’d recommend sticking to lossless scaling at 2x or not using framegen at all.
This is for multiplying your fps by 3x or 4x, but the input lag, ghosting, stuttering, and other issues make everything worse. Overall I’d recommend sticking to lossless scaling at 2x or not using framegen at all.
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.
Ah, right.
That’s sad. AFAIK Oculus developed more integrated interpolation techniques (and, separately, warping) to reduce perceived latency:
https://www.uploadvr.com/reprojection-explained/
But that’s like black magic these days. Studios can’t even get basic DLSS integration right.
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.
While frame gen is always inserting X frames between frames with the goal of consistent multiplication of your base frame rate.