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with just a few clicks comrade Stingers

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asynchronous reprojection demo can make 30 frames per second gameplay look and

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feel like 240 frames per second it's

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completely free takes almost no additional system resources and the

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effect is so convincing that we fooled even the most seasoned gamers in our

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office we're still above 240. I'm gonna say 120. yeah I'm gonna say like 140

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maybe even maybe higher I have no idea

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this is cool I don't know what you've done holy

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hahaha just your initial impression is

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obviously fake right haha April fools no

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it's December and asynchronous reprojection is not only real but it's

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actually a mature technology there are literally hundreds of games going back

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half a decade that are using this Tech to boost perceived performance

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they're just not the kind of games that you typically play on a monitor

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but why not right the idea to use it on desktop came from

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two clicks Philip and it's one of those ideas that is so brilliant in hindsight

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that it seems totally obvious like this segue to our sponsor ridge

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shipping

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you can download comrade Stinger's Unity project to play around with for yourself

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and I would recommend that you do so but first let me explain what's going on

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here this slider in the corner allows us to control the frame rate of our game

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while the rest of these parameters are to apply and compare the performance and

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rendering tricks that make up asynchronous reprojection let's go a

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little slower this time we'll start with Native 240 FPS rendering

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I know this isn't going to fully come through in a YouTube video but it looks

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smooth right it is but let's say we can't afford an

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RTX 4090 and our GPU can only reliably

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generate 30 real frames per second

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drag this down over here set to render at 30 FPS and

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obviously this is a degraded experience with visible

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choppiness tearing and input leg

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then with the push of a button it

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instantly feels like 240 FPS again even

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though we're still running at 30 frames per second the first step to show you

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guys what's happening is to go even further and stop rendering new frames

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altogether then enable asynchronous

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reprojection interesting

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this is a great demonstration of how the

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display and user input can be refreshed

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without receiving a new rendered frame from the GPU

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this obviously isn't a great gaming experience given that we're looking at a

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static picture in a black void and

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we can't even move our character but it's very smooth

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let's take things a step further pun intended by breaking the on-screen

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objects into strips and sorting them by their distance from the player we can

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actually guess where they're going to end up relative to the player's input

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again without rendering a new frame at

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zero FPS things get pretty messy pretty fast but watch what happens if we have

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even a little bit more than that not bad

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for 10 frames per second but the black

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void is still there especially if we

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whip the camera around and in some ways it's even more distracting that's where

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the next little bit of black magic comes in the area of your vision that is sharp

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enough to read text or recognize a human face is only about six to seven degrees

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everything else is peripheral vision which is relatively blurry but highly

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sensitive to motion that's why this is

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so annoying even if I'm still in The Sweet Spot of your field of view but

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there's an easy fix you can simply stretch out any object that's at the

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edge of the last rendered frame until a new update is received and you can see

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that by filling that void with something even just a loose approximation of

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what's supposed to be there the perceived image quality jumps

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dramatically

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no Wild no of course at only 10 frames

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per second we're going to be able to break the illusion pretty easily even by

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moving the mouse moderately quickly but

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going back to the demo we did before if

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we boost our frame rate back up to 30

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all of a sudden it's far less noticeable unless we look and

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move at the same time then we can kind

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of notice that judder but let's say we ratcheted it up to 60 FPS

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oh now

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things are getting pretty convincing here then the question is if this has

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been around for years and can turn the 60 FPS that your mid-range GPU turns out

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into a 240 FPS experience why on Earth

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haven't we been using it if I had to guess I'd say because it just didn't

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occur to anyone that we wanted it myself included I mean when was the last time

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Gamers asked for a compromised form of rendering the outrage over driver cheats

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would have been immediate so async re-projection well it wasn't developed

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to help Gamers save money or to help GPU manufacturers get more FPS on low end

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carts it was developed out of necessity in the early days of VR it was already

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clear that being Tethered to a stationary expensive PC was always going

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to be a friction point for Mass adoption why does it look like the inside of a

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vagina but mobile chipsets had nowhere near the performance they needed to

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render 90 plus frames per second at greater than full HD resolutions

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performance hasn't been perfect especially when there's a lot of like

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particle effects on screen so they had to do something to bring out lightweight

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battery-powered headsets that also didn't cause users to projectile vomit

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within minutes of putting them on and

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asynchronous reprojection and over the years it's gotten really good

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don't take my word for it though let's take a more detailed look at the

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reactions of some of the gamers in our office I have over 900 hours in Apex

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Legends and over 300 hours in vermintide too I am a competitive FPS player I rank

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in top five to ten percent on apex Legends globally and I've been a gamer

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for basically as long as I can remember I

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play a lot of video games from FPS to

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puzzle to anything I play games on my

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computer I game a lot and I'm terrible at it I

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play a lot of games I've helped develop some games hi I'm Mark

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um I'm gonna say 120. no 90. I would say

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one 140. yeah I'm just saying like the trails like I'm seeing things rent take

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a while to refresh on the screen in terms of like frame rate it doesn't feel

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that much different I want to say it's worse Anthony what are you using

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foveated rendering my God wants to say that this is the

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least responsive so far to me this feels like 60. has anything changed

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no no I can't I can't tell it feels

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feels the same uh yeah like I can very clearly tell with the with the shadow

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here just kind of how blurry those edges are for a split second from a technical

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perspective I'm intrigued I'm incredibly intrigued this is this is super neat

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it's so hard to know if if I'm thinking I'm seeing something

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because I'm looking for it or if there actually is something different like if

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you really quickly snap between like the player model and that kind of cyan uh

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Cube there's definitely a lot of blur going on at like really high speed yeah

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it's basically the same as last I can't really tell I want to say it feels

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better this seems a bit better again if I had to guess about frame rate

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I have a suspicion that all the frame rates are the same

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um when you go really fast it's bad that

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is incredibly annoying I would not want

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to play like that whoa okay clearly

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things are things are things are popping in and out of existence I don't know is

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real anymore uh I don't know if it's just like you know you know how there's

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um systems where basically whenever something's being looked at is being

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rendered but as soon as you're looking away it gets called or it's not it's

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just not rendered anymore um that's what this feels like but like

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on a slow mode laughs

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oh oh no no

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oh

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what do you mean Better or Worse we'll have the mostly uncut version of those

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sessions up on Floatplane.com if you want to see more it's pretty funny but

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the gist is that not a single one of our test subjects correctly identified the

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frame rate no matter what we set it to in fact a surprising number of our

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respondents thought that 60fps felt and

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looked worse than 30 because they started actively looking for the

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artifacts now to be fair to our test subjects they're not idiots it's really

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hard to tell in person and that's part of what makes this test so interesting

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but why is it so hard to tell the reason

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lies in the relationship between frame rate and refresh rate

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frame rate is a measure of how many complete images per second are generated

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by your GPU the higher your frames per second the sooner you're going to get

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the most up-to-date information say for example on the position of your

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opponents that also includes though the

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results of your inputs that improves the

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perceived responsiveness of the gaming experience and is one of the reasons why

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a high frame rate is so desirable but the frame rate almost never

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corresponds to the refresh rate of your monitor that is how many times per

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second it can actually show you a new image

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I understand why people confuse the two sometimes they are similar in the sense

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that the higher the refresh rate the sooner you see the results of your mouse

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movements and your key presses so they have a similar impact on your gaming

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experience but the refresh rate doesn't

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work to give you new information unless you've got an updated frame so that they

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aren't quite the same the conventional wisdom for competitive PC Gamers before

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the days of high refresh rate displays was that you wanted to push the frame

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rate to at least double of what your display was capable of that should give

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you an edge over your opponents by having slightly more up-to-date

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information on the screen that usually meant targeting about 120 FPS the idea

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was that by the time your monitor is finished displaying the current frame

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your GPU will have created a more up-to-date frame for the next one than

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it might have if both of them were locked to 60. this is what we're seeing

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with async reprojection but in the other direction the GPU is running slower but

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the user inputs are displayed as soon as the display can show them even if the

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GPU hasn't caught up yet that means that regardless of the real frame rate input

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from the mouse remains responsive and the most common complaint from our test

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subjects while moving their view at these ridiculously low frame rates

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wasn't even that the game was laggy or unresponsive but instead it was the

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stretching along the edges of our screen our test subject's reactions by the way

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were great when we showed them how the sausage was made

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what is this what the hell is happening

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oh my God what

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oh my God whoa oh okay oh my God this is

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next level it goes to show how frame rate and

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perception are so heavily tied together like looking at that I you you would

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never have guessed that it was it was a 30 before obviously it's not perfect I

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could get a much better experience with like fancy Hardware but I mean if you

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can enable this on a lower tier GPU or something that's like pretty crazy and

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what's really cool about this is that it's not just a placebo having more

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responsive inputs even if your frame rate isn't that high can make a big

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difference when you're tracking a moving Target say in an FPS game and this is

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just the beginning comrade Stinger put this demo together in literally an

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evening which means that edge cases like kiting a character model are still

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pretty ugly thanks to all the visual anomalies but imagine if the major GPU

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and game engine designers were to build support for this into their products

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NVIDIA is using machine learning to generate whole artificial frames in dlss

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3.0 and that could end up seeming downright silly if all they had to do

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was use their machine learning to guess at what should be just outside that

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frame that hasn't been generated yet or what might be on the side of that sliced

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up model that you're kiting around however it's not a Magic Bullet either

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even if asynchron projections artifacts could be nearly eliminated racing games

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mobas and other games with mostly fixed

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viewpoints might actually benefit more from traditional rendering at variable

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refresh rates like with g-sync or freesync so like variable refresh rates

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or frame generation for that matter this technique is just one tool in the

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developer's toolbox that if it catches on and matures could be used to improve

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responsiveness and here's another cool one also minimize power draw imagine

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this on a future console like a Nintendo switch 2 or a steam deck too you know a

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device where maybe you could run at 60fps but you're routinely capped to 30

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in order to save battery thumbsticks and especially gyro controls could be made

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far more responsive with almost no increase in power drop suffice it to say

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I'm extremely excited to see where this and Technologies like it will take us in

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the future especially in a world where GPU prices have risen to the point where

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they're just unreasonable and gaming on top tier Hardware has become less and

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less accessible just like I'm always accessible to segue to our sponsor

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can respond quickly no matter where you are whether that's running scripts

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talking about all of them they also offer a hefty Suite of automation

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the rest try a no commitment free trial of pulse Way by following the link down

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below if you guys enjoyed this go check out our recent video on dlss 3.0 for

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more on this kind of frame rate might not really matter in the future

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technology it's a little rough around the edges but hey Solo's dlss and FSR

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1.0 and look how far they've come
