Hi, I am TechNewsMan. I play games on my computer. At home.
I see. Rocket League.
Rocket League, okay. Okay. Starcraft.
Okay. Half-Life.
Sure. I don't know how to react to the way you're talking right now, so...
Okay. Hi, I'm Riley from TikTok. From TikTok.
Oh yeah, by the way, I need to take that keyboard away from you. Why?
Just, you know, you don't deserve it. I don't get a keyboard? You don't get a keyboard?
Wow, you've taken everything from me. Yeah, you, uh, you've been a bad boy.
You've done horrible things. You're in big trouble.
Big trouble. All right, so, um... You did too much gamer smack talk online.
Pretty much. That last game, Rocket League you had was just too spicy.
I play with mics off. I only use the quick chat.
Yeah, but, you know, you don't need it. It did.
I said, what a save too many times. All right, what is this?
Okay, so, uh, are you clicking the game or are you still looking at OBS going?
I can't see OBS anymore. Okay. So why don't you grab the mouse and, uh, kind of move around and let me know how it feels.
Uh, oh, nothing's happening when I do that. Click to control player.
Oh, yeah, I clicked that. Okay. And, and now move, move the view around?
Yeah. Am I not supposed to look anywhere?
Or is it, is all free game? Except for that little thing that I have blacked out there.
Man, it's very, very sensitive. You're not the first person to say that.
Oh, man. And what is this? Like, I'm not a pro gamer.
I can't, I can't deal with this. Like, you'd go all the way around 360.
360 no scope, no problem. Okay, what's up?
Okay, so what frame rate do you think we're running at right now?
Oh man, this seems pretty high.
Let's say, I feel like it's over 60 for sure.
Okay.
I'm going to say this is, it might be too high.
I'm going to say 120. Okay.
No, 90. Okay.
96. Thank you. This is 96 FPS, Alex.
Alex. Trebek. Oh, what is?
What is 96 FPS, Alex?
I mean, Anthony. Possibly. Okay, I'm not going to tell you whether or not that's correct.
How well do you think that you can do like a flip shot? So like sensitivity aside, like how quickly could you line up a shot?
Say this is a what? A flip shot. What'd you say before? All sensitivity aside.
Oh, ball sensitivity. Oh, okay. With the mouse sensitivity aside, how well do you think you can line up a shot?
Okay, so if I'm like, I get my, I'll disorient myself.
And then I'll go, boom, about that fast.
Okay. Do I have to time it? Well, no, I was, I was just going to,
You want a number? It's kind of subjective. Like, I mean, like, how does it feel to do that?
Oh, like with this setup, do you like how, am I satisfied with how quickly I can line up a
shot? Okay, if I'm over here and I go, pretty good.
Okay. I like it. All right. I love this setup.
Wow. Excellent. I put it together with David's help and also Logistics help and it took a long time.
So let me just step away for a second and I'm going to fill it with some settings or not.
Did the other people make the review sound?
Make the what now? Like when they went to line up the shots, did they go?
No, they did not. You are the only one who did that without the necessary.
I mean, usually it is. If you're like the kind of person who, who does the thing.
All right. I think that's correct. Yeah.
Okay. The kind of person who does the thing, that shows you how well I can think and do things
at the same time. The kind of person, it, it, what we need is the kind of person who will does the thing.
All right. I like the last one.
Let me experience. Okay. All right.
So, um, how does it feel? Is it any better or any worse?
Did you nerf my character? I will not say what I did or didn't do.
Oh man. My primary ability is gone. It's got a smaller area of effect.
I'm sorry. Whoa. Geez.
I can tell something's different. I just, it's hard to tell what it is.
Oh my gosh. Whoa. Is it more sensitive?
I think this is more sensitive than it was.
Oh, it a hundred percent is. Wait. Hold on a second.
What?
Okay. Maybe I'm tripping. I don't know. Okay.
Does it feel better or worse? I, this feels worse to me, but.
Okay. If I'm over here.
It, it's so hard to like parse what's what I'm experiencing.
Like I have, I have sense data that's noting something different,
but I don't know what it means. Okay.
You know what is different? I feel like there's choppiness.
Like the, strangely the frame rate doesn't seem like it's lower,
but the, there's something about the persistence of the objects that's different.
Like I'm getting like choppiness and just the,
like I'm seeing weird lines even when I wiggle back and forth like this
that I feel like weren't there before. Okay.
Um. Do you think the responsiveness is still good?
Like is it still. It still feels very responsive.
Okay. I feel like there is a lower, I don't even know what to call it, lower persistence
of, of, of like through the motion that I'm like through motions.
It's like that things are more blurry. Like there's no motion blur, but it's like the frame rate is lower without actually being lower.
Okay. You know what I mean? You probably know exactly what I mean, but you won't tell me yet.
Well, no, I'm not going to tell you anything yet. That's the whole point.
I feel like I'm having a drug trip.
Well, I mean, we can't have that work.
Huh? Are you shooting an honest video? No, I thought Andy was switched it to you.
Oh, is that what happened? I thought so. Where is Andy? I have no clue.
Cool. Okay. Well, I'm going to get you to, um, I guess get up and I will
Okay, or not. Or not. Oh, I'm not supposed to.
This is a, so maybe nothing was different and I'll look like a fool.
I mean, it's not like I've done this multiple times today.
Okay. Oh, okay. This seems
You seem to have noticed a difference. This seems a bit better again.
Better. I don't know if it's the same as the first time, but this is
Yeah, I don't know if this is the same as the first time, but it's definitely better than the thing I just tried.
Although I am still seeing those weird lines.
I don't know if I just missed those the first time around.
And maybe that's just like an artifact of me wiggling on that white space there.
But, um, okay. What's with questions?
Well, I mean, what frame rate do you think we're at?
Okay. This is a lower frame rate than we started at.
I feel like now I feel like my 96 number was too low, but what do I know?
This seems like a higher frame rate than if I had, if I had to guess about frame rate,
I have a suspicion that all the frame rates are the same.
But if I had to put a number on it, I would say that this is a higher frame rate than the last one,
but a lower frame rate than the first one.
Do you notice anything, anything weird like that you didn't notice before?
Like it's okay if the answer is no, but are you noticing anything that's kind of like sticking out?
I mean, I think that the like persistence of objects issue that I talked about in the previous test
is still there. And I still think that's worse than the first one.
But this seems, this is definitely better in whatever
issue it is there that I'm identifying. This is a better experience than the previous one I just tried.
It's like a little bit more smooth with quick views in POV.
So you still think like, quick changes in POV.
Yeah, so you still think like a quick shot would be fairly strategic.
Let's see here, let's see.
Oh, that seems a little harder. No.
It seems, I'm going to say it's a little harder.
A little harder? Tiny bit. Than the last one or than the first one?
Than the first one. Than the first one. I don't think I did the flick shot test on the previous one.
I think you kind of like mentioned it at the first. Oh, but I didn't do the sound.
Oh, you didn't? Yeah, that's right, that's right. You didn't do the sound. You mentioned it at first as you were like kind of doing it.
Here, let me just do the sound real quick and then we'll know.
We can just dub it over.
Yeah, pretty good. All right. Well, I'm going to change some more stuff or not.
You know, it could be an entire video on the placebo effect.
And because I'm kind of saying that there's changes.
What?
Oh my god. Be quick.
Do it.
Now that we're going to do the secondary up here plus pro.
And they have been offered some sizable improvements over the last few years.
So, are they worth the upgrade for $250?
Let's do one more thing.
Now that we're going to do the secondary up here plus pro.
And they have been offered some sizable improvements over the last few years.
So, are we going to have the upgrade for $250?
You're just going to leave us hanging like that? Thank you. How are you going to have some space for the secondary up here?
But you're not going to tell us. What do you mean tell you? I just said yes.
You said yes? Yeah, I said yes. No, that's not what I meant.
Anyway, I want to know if it's a $250 upgrade worth it.
Oh, ha, ha, ha. You don't have to watch the video, I guess.
Sorry.
All right, let's continue. Okay, just for my own.
I'm probably so unprofessional just texting all the time. I'm texting James.
James so unprofessional just texting you while you're trying to work.
And you're unprofessional, texting back. You should just have your phone off at work.
Just throw it out the third occasion. Check with Bell about.
Okay. Hi. Hi.
Try this? I don't actually think you're... Oh, hang on. I need to take your keyboard away.
Oh. Or my keyboard. Is that really either of ours?
It's like the, you know...
All right. So we know how you feel about that. Whoa, whoa.
Okay, clearly you have identified some differences.
Did you give this computer mushrooms?
No, I did not give it mushrooms. LSD?
Maybe just marijuana. I mean, maybe. Maybe just some...
Yeah. Maybe just a lot of Tylenol.
I mean, I did not bring any illegal stuff into this building.
You seeing that, David? Oh, yeah. Look at that. I'm making skyscrapers with those buildings.
Okay, so clearly you have determined that there has been a change.
Things are popping in and out of existence.
I don't know what's real anymore. How does that make you feel? Oh, is this like the foveated rendering thing?
Foveated rendering? Is this like it's only rendering what's right in front of you
and the edges of the frame are not being properly rendered on purpose?
Is that what's happening? You can't tell me. I can't tell you yet. But I think that's what's happening.
I think this is the... I don't know what the technology is called, but it's the technology that only renders things
like in the direct center of the field of view I feel like.
I'm starting to see things. I think there's a mirage.
How long have I been in this desert? Oh, the bright sun.
So... Continue. What frame rate do you think we're looking at right now?
You only changed the frame rate. What? You're telling me all this all these artifacting and all this popping is in my head?
I'm just imagining it. This is crazy.
Look at the edge of the frame there.
All right. What frame rate is this? This seems like a lower frame rate.
I'm going to call this... I'm going to call this closer to 60.
60? Than it was before. Okay. Before it was higher.
Right. Okay. How well do you think you can do looking quickly?
You were just doing it, so you probably... Sorry. I keep... I keep like moving the mouse around and it's just like...
I'm having an aneurysm. All right.
Okay. Okay. You want me to flick shot?
Yeah, try it out. Let's lock and load, baby. Let's lock and blow...
Lock and blow! Polygons. Okay.
That was pretty good. I'm happy with the flick shot potential here.
Capability. So let me just go ahead and do a thing real quick.
Over here again? No, I've just done it. You just did it.
Let me know if it's better or worse.
What do you mean? What?
What do you mean better or worse? What? I mean, I am a movie lover, as you know, and this is a heck of a lot more cinematic.
I feel like... I feel the drama. I feel the stakes. The stakes are high.
So how well do you think you can do a flick shot now?
Pretty bad. Much worse.
Much worse?
See, I...
Nope. No? It's impossible. Okay. I could...
I don't want to say I couldn't do a 360 no scope. This camera just died.
That's a weird...
I won't say anything else.
I'll just do the second part.
We gotta rebuild those battery packs. Hell yeah.
Man, those... The ones I was using on here are starting to get old.
How old are they? Two years?
Three years? Probably lost like maybe five or ten percent.
Do you think the amount we use them? They get pretty heavy use.
Yeah.
Okay. We are. One again. Just give me a little sleepy slap.
Okay. Clop it. Okay.
All right, go ahead. Camera died. How are we doing for our battery on the other one?
That looks totally fine. That's a newer battery. Okay.
All right, we're working. I think I was saying that the flick shot sucks.
Okay. It's cinematic.
The frame rate's low. I can't do my flick shots.
I don't want to say I couldn't do a 360 no scope, but it would be pretty hard.
Okay. So would you say that this is a better or worse experience?
Obviously worse. Obviously worse.
What frame rate do you think we're at? Oh, God.
12. 20.
I'm going to say, no, this is really bad, unless this is going to be a trick question.
And it's really, it's a high frame rate, but you enabled some setting that is like to make game worse.
Checkmark.
Yeah, it's low. It's, I'm going to say it's under 20.
Okay. All right. I'm just going to do one more thing.
This is not playable.
It's unacceptable. Unacceptable.
This game ain't winning anything at the game awards 2022.
Yeah. With Jeff Keely. I've heard that the Elden Ring won best multiplayer game, which is...
Wait, it already happened? No. Oh, it was not.
Golden Joysticks awards happened, but... Game awards haven't happened yet.
Okay. No. I, yeah, that's whatever. But it was nominated?
Okay. What do you, do I need to move? Uh, momentarily. Oh, okay.
You think so? I'm here.
I guess this is our, this is kind of like our bread and butter now.
I guess. Doing these kind of like, can you tell the difference?
You may now be seated. I'm saying we need a permanent setup.
Yes. Look, Anthony, I'll do your little test, but you should know I'm not an audiophile.
I see. That's good, because there's no audio involved here.
Perfect. Okay. So I thought I saw some.
Oh. Okay, continue. Well, yeah, we do have some levels. As you can see, you now have a keyboard.
And what a keyboard it is. It is. G915PKL.
It's pretty good. I like it. How much do they pay you?
Move around. Move. Am I going to find out that this guy's been 2D the whole time?
Maybe. Oh, oh, he's ghosting, bro.
It's Casper. Is this Casper the game?
Casper CS go.
Yeah. Okay. And everything else is jittering. And my shadow is, I'm just like a pill.
That's what I've been this whole time. Yes. You talked about drugs.
That's, you are one of me. Okay. I'm tripping, bro.
I'm tripping, man. How long have I been in the sun?
Okay. So I guess, first off, what do you think the framerate is?
Every time you ask me that, I'm like, the issues that I'm seeing have nothing to do with the framerate.
It's like a setting. It's a different setting that's causing this.
But what do I think the framerate is? Yeah.
Like, has it changed? It seems pretty smooth if I completely discount all the shit that's going on.
I'm going to say this is like 90 again.
Okay. Over 90. How old do you think you could do a tracking shot?
Oh, wait.
Oh, this is the same. This has the same thing as the foveated rendering thing I was talking about.
We're back here, but now I can move. All right. How, how, how well can I do the shot?
That's pretty good. Like a tracking shot. Wait, what does that mean?
So like, Oh, if I'm moving? Yeah. Oh, okay.
I'll keep on him like. Yeah, you got a needle or something.
Pretty good. Okay. Now hit the three key.
Okay.
Okay. Oh, oh, all right.
How does that feel? Interesting. There's like some similar like jitters and objects when I'm moving around,
but it's like not as offensive morally.
Yeah. Like I can, I can track like it. He doesn't look like he's glitching in and out of existence anymore.
It just looks like the frame rates are a little lower. Yeah. This is a lower frame rate.
Okay. That's what I'll say. What frame rate do you think we're ever in? Oh, this is, oh, this is the horrible one.
This is the bad one. This is under, oh, but I don't even know.
This doesn't, is this under 20? I'm going to say it's around.
It's around 20. I feel like this is definitely under 30 for sure.
Okay. How well can you do a tracking job?
I feel like that was worse, but also I'm really good at video games.
So I see. Could be the same.
Okay. So I don't know whether you want this or not.
Like this stupid thing that I do. Okay. Continue. I mean, it's whatever.
It brings flavor. Am I talking too much?
No. I can talk less. Let's just get it done though.
I haven't been paid since five. Continue.
So what's happened here? Just so you know, the first test we did was completely on cap.
The frame rate was unlimited. Infinity frames.
Well, it was like 480 hundred.
Wow. That's a lot. Yeah. But the model there is 240 hertz.
Right. The second test was 30 frames per second.
Really? Yeah. And I thought it was still high. Yes.
But something was off. Right. Okay.
The third test was 60th, yes.
Okay. Yeah. Yeah. The fourth test was 15th, yes.
There we go. I knew it. I was pretty close.
Yeah. So what we're looking at right now is 30.
This is 30. Yeah. If you hit four, it'll still be 30, believe it or not.
This is what I did first with the keyboard? Yes.
This is still 30. That is 30. Oh, wow.
Okay. Interesting. So it seems a lot smoother.
But you get this weird ghosting situation when you move.
Right. Now, you mentioned foveated rendering before.
Yeah. I was right on the money.
Interesting that you would say that because it's...
It's interesting that you would say that because it's not too far off.
Okay. You're familiar with VR, right? Yes. You've done a lot of VR stuff.
I practically live there. Yeah. So... In the metaverse.
What happens in the metaverse when your GPU isn't powerful enough to push that extra
Zuck frame? Yeah. And it has to show you the previous Zuck frame multiple times.
Right, right, right. What it does, it takes that Zuck frame and it reprojects it.
And it cuts it up into multiple smaller slivers.
And that way, it can basically let your head continue to move.
And you still feel that motion, but the frame hasn't updated yet.
Gotcha. So get to and move around. You'll see that in action.
What is what is going on here?
It's not quite fully rendered. Kate, I thought I was tripping before.
Yeah, now you're like... This is next level. Now you're way out there.
This is...
Dude, I feel like this is scary, but I feel such a sense of oneness.
It's like I'm just bleeding into this call of duty guy.
We're the same, man. Hey, let me whisper to you. We're the same.
Okay, that's enough. So yeah, it's not fully rendered.
It's asynchronous time warp.
Okay, is that a good one? Think about that kind of persistence you were talking about before.
You're not the only person who... What are you...
What's happening? Just listen to it.
Okay, no, no, no, sorry. Sorry, sorry, sorry, sorry. I thought I was upside down, but I thought I was right side up.
And then I started moving and continue.
I see. That persistence you were talking about before.
Yeah. The reason for that is that it's basically projecting a monitor inside of your monitor.
And you're moving around a virtual head, basically. And every time the frame updates, it snaps to your current central position.
Okay. So it's like VR, but not. And with this...
Crap, my train of thought derailed. Right, with this, if you don't stretch out the edges,
and currently they're stretched out to infinity, you basically just see a black void, and the screen kind of flipping around in that void.
If you were to add foveated rendering to this,
to extend out a lower resolution version of what the scene is,
that persistence might disappear.
Yeah, I don't want to do that. That's a bad trip, dude. You can hit three to go back.
Okay. Or four.
Or four. Or one. Okay. So yeah.
That's it? If you had the option to enable this in a game, would you?
Sorry. To enable...
Say, for example, you only got 60 FPS in a game.
Yep. But you have a 240Hz monitor. Yep. Would you turn this on to get better responsiveness?
Sorry, sorry. And if I press three, what is that?
Three is the cap frame rate, which is currently 30.
Okay. Four is... With reprojection on, it's still 30, but...
And how do I get to the good async, whatever you call it? That is the...
That is it. Well, four. Four. Yeah.
Would I use this, or would I use this?
I mean, yeah, I would put four on. If those were my only options, four is...
Turning it on is the better option. I mean, it's annoying to have those ghosting issues,
but depending on the game you're playing... Right. Let's just throw it together in a couple of hours.
Right. And if there was some more optimization, this is unplayable.
Like, you can't play multiplayer games.
Depending on the single-player game, it would probably be unplayable.
So, if the only way that you can have a playable frame rate...
Frame rate is by having, like, Casper join you on your adventures, then, yeah.
Then I'd turn it on. Okay. I'd turn that puppy on.
All right. You mean, you just need to get my laptop awake?
Is it fell asleep? Okay.
So, why don't you introduce yourself and your gaming acumen?
Okay. My name's Adam, and I've been a gamer for...
Basically, as long as I can remember,
most recently, I just played Immortality, which is a really cool game.
It's very different from what I imagine we're doing here, because it's an FMV game,
but I highly recommend it. Very fun.
I don't know. The shooter I play the most, like, if we're talking about competitive shooters,
the most played game I have is Team Fortress 2.
Okay. Oh, we got, like, 1,500, 1,600 hours in that game. Probably the same.
It's like, it's just an incredible game. So, I don't know.
I think I noticed things. I think I'm a... Okay. Not exactly sweaty, but...
All right. So, if you should have grabbed the mouse, and let me...
Just let me know how you think it feels. Does anything feel off at all?
It's a little bit higher sensitivity than I would use typically, but, like...
Yeah, like... Feels good. Okay.
Can you tell what frame rate it's at? It's pretty smooth.
It's...
It feels... It feels higher than 60.
I'm going to say, like, maybe 120, 144 or something.
But it's really... It's tough to tell in a vacuum.
Okay. Give me that cursor on the Windows... On the Windows desktop, and then I'll be able to tell.
I can, like, count the trails. Um...
Yeah, I'm going to say, like, 140, maybe even... Maybe higher.
Okay. How well do you think you can do flick shots?
Like... Uh... The sensitivity... And this sensitivity is going to be tough.
I'm not the best at flick shots, but...
Like, how... What do you want me to rank it out of 10? Well, I mean, yeah, yeah, sure.
How good can... How good is my flick shot game? Probably, like, a 6 out of 10?
Like, I don't know. Is it on... If it's on a bell curve, maybe... Okay, so...
One standard deviation from the mean. Okay.
So, um, compared to your typical flick shot,
sensitivity aside, what would you say this experience is like?
Oh, this is fine. Okay. This is great. All right.
I'll get you to, uh, move away for a second.
Okay. And I will change some settings.
I have to... Do you want me to leave this frame or...? Yeah, sure.
Okay. I just need to adjust some things here.
Okay.
One moment. Yeah.
Okay. There we go. Well, you changed the volume on me.
Is it 96 instead of 100? Oh, I'll fix that.
Yeah, thank you. It's very... So, to maintain tests...
Yeah. ...in equity. All right. So, uh, what does it feel like now?
Is it any different? Um, it feels like it's a lower frame rate.
I feel like I'm seeing more, uh, blur, like, more ghosting.
Ghosting. Or not ghosting, but I'm just seeing...
Uh, I'm trying to think of the word.
Yeah, I'm just seeing, like, the trails. Like, I'm seeing things rent, take a while to refresh on this screen.
Okay. Like, I'll see this red block we'll go...
I have on the right, and then when I quickly snap,
I see it still kind of rendering that red block here.
So, it feels like it's running at a...
Lower frame rate, though. It could be the limits of the display, but I think that this is a pretty fast display.
Okay. What, uh, what frame rate do you think it's running at?
Like, in terms of mouse input, like...
Can I click? Will clicking do anything? Clicking won't do anything. Okay.
So, I can only feel...
I don't... I don't really know anymore if it's lower. I think that this would be...
It feels lower, but it doesn't feel like 60.
And I guessed 140 earlier, and I cannot tell the difference between 120 and 144.
So, maybe the first one was 240, and this is...
Lower? Okay.
I'm gonna say 144 again. I'm just gonna...
Is that okay? Like... Editor, just cross out the previous guess,
and just spread in 240 in, like, comic sans or something.
I feel like it... Yeah, screw it.
Yeah, forced choice I would go with. Actually...
I'm gonna go with... No, I'm just thinking 144.
Screw it. How old do you think you can do flip shots?
Is anything different?
Hey, really? It does not...
Like, responsiveness? It doesn't feel that different. Okay.
Um, it still feels very responsive. So, I'd say probably the same as before.
Okay.
So, I'm gonna get you to get up again,
and I will adjust some settings.
So, I don't know if you're actually adjusting settings. Did we just be going, like, wiggle, wiggle?
And then, like... I could be.
I could be. This whole thing might just be about the... Like, this video might be about the placebo effect.
You don't know that. I mean, it's a very real thing.
Yep.
I bet you we could do a test where if we, uh,
took a gamer and it was like, hey, you're gaming at 200, like...
So, you were gaming at 240,
but now you're gaming at 360. So, you should perform better.
They probably would perform better, and even if we just had it at 240,
because they would just be like, yeah, this feels great. Can't tell.
That'd be interesting. 144 versus, like, 360.
Because anything above 144 is very hard to discern.
Like... Apparently, the rule is if you double the frame rate, you can perceive it.
So, double... Yeah, I'd be like 280. But yeah, 240 or 360 might be a bit better.
Yeah, because you're having... You're actually having the time, the reaction time.
But then there's a... Once you get like... Yeah, 500 to 1,000.
Like, it's basically imperceptible. Like, isn't the gold standard...
Like, the ideal would be like 1,000, and then you would never...
There would be no perceivable latency or whatever. I can't remember what it was.
I think it was maybe it was a blurbusters thing that said that, that was like...
Yeah, I don't know. In a perfect world, you'd have 1,000 frames of refresh rate,
and then there would be just to be like, no point in ever getting higher.
Okay, so what can you tell me about how it feels now?
Man, I don't know. Maybe I'm not as much of a gamer as I thought.
Maybe I should stick to my FMV games.
My gut wants to say that this is the least responsive so far. The least responsive so far?
Yeah. Okay.
You don't see anything weird?
Did I notice anything weird? I'm seeing... Again, I'm seeing more of those shapes,
like the shapes being like tearing almost.
So I see like part of the frame rendering ahead of time, which would lead me to...
But it depends on the ratio, because if this is like a 240 Hertz monitor,
then tearing won't be too bad at 60, because it's... But if it's like 50...
And it's not tearing like a strip, it's...
It's definitely something happening in the frame. There is like kind of like a noticeable presence when I wiggle.
Like I'll see the edges of things, like this red edge,
just sticks over this green for a long time. But that could just be the delay of the pixel switching.
But if the monitor isn't, I don't know if you've changed the monitor refresh rate.
You probably haven't. So... Did you notice anything like that before?
That's kind of what I was talking about before, but it's far more pronounced here.
Okay. Where I can see this like... Like the edges of these shapes staying behind,
like I'm scrolling. Like have you ever like... Yeah, it's like...
It's tough to...
It's kind of like I can see multiple frames into the past.
It's like the weird... You know on an OLED, when you have like the weird blur,
like it's very juddery, because of the sample and hold, and because of how quickly they're switching?
Yeah. It feels... That's what it feels like, but it looks like we're actually having the frames
sticking around longer than they should be.
Okay. What frame rate does it feel like?
It's... To me, this feels like 60. 60? Yeah.
Okay. But I could... I could be totally off my rocker. It's so hard to go on feeling.
I need cold hard facts to know I'm a good gamer.
Confirmation. But now this is... Yeah, like if I go like this, it's just like a blurry mess.
It's like... It's like I'm looking... It's like I'm in Willy Wonka's tunnel.
Like it's just... Garbled colors.
Whereas before, it was not like this.
Okay. I'll need you to step away again. Okay.
What is beeping? Dude.
Is it a UPS? It doesn't sound like a UPS.
Might be a UPS truck.
Okay.
Oh. Now it's just popping in on the edges.
I can see... It's...
So I have a little understanding, because I helped you write the last video on the... About the DLSS video.
Yeah. And so I saw you tinkering with this. So I have an idea of what's going on.
Right. But this effect of it, like the pop in on the edges,
where it's like stretching, you can tell it's kind of trying to predict ahead of time
or like extending it. I did not notice that on any frame rate.
On any... On any of the previous tests. Okay. So like now it's at the point where it's quite distracting
because you have things really blinking in on the sides. And like it's...
You can see it... I can... On the very edge of the screen,
like on the very far right, you can see that it's not actually rendering this square.
It's like doing some sort of prediction because this square has an angle up here,
this purple in the top right. The corner is angled,
and then it goes just hard flat. As if it's just going like... We're just going to draw this color to the edge of the screen.
So you kind of see it like... Oh, that was a good one.
The edge of it should be rendered all the way down here. Like it's extending it because it knows that there's purple here.
But now it's only rendering the very, very top corner of this,
and then suddenly the rest of it appears, despite the fact that it should be solid to the edge of the screen.
Okay. So there's like... There's like a centimeter of stuff that it's definitely not rendering properly
because it should just be maintaining its angle as opposed to going up and then flattening.
Okay. Which is very noticeable when you switch off of a law...
Of a shape into the blue background because you can see it trying to draw it.
And if you go really fast, it just stretches the shape way out.
Do you have an idea as to what's going on? Well, I know kind of because of the video,
and that this is using... I can't remember the name for it,
but basically it's what they use with VR. Right. Where you only render what you're looking at,
or you render like a flat scene, and then you apply it to what they're looking at.
And so I'm like looking around basically a movie theater. Right. It's kind of like there's a projection screen in front of me.
And then it only starts rendering when I get close to the edge.
Okay. I think is how it works, but I didn't look into it. I was like, Anthony's got this.
Now, what frame rate do you think that's running at? What does it feel like?
This feels...
pretty laggy.
I think I, based on my prior knowledge,
I feel like this might be 30, but I really don't know if I can feel that.
What does it feel like when you move them out? Like it still feels quite responsive.
That's the thing. Is that it's just, it's...
Like when I... If I want to try and snap to this blue guy,
to this teal thing.
Like you have trouble snapping to things? No, I'm still killing it.
I'm such a good gamer. Okay. Yeah, no, it feels really good.
It feels faster than 30. Like definitely not.
But, oh God.
It gets a real seizure territory here. Well, I'm going to do something here.
And let me know how you think this feels.
Okay. What are you doing? Oh my God.
Yeah, this is terrible. This is like 15 FPS or something.
If not lower.
Um, so I, okay.
I think I know what you, I know what you did now, but... Do you know what I did?
You turned it off, so now it's just doing normal rendering. Okay. Right?
So it's just rendering at 15 frames per second. So every time I look, because it's not like positioning me
as like an object that's moving within the frame, it's just every single time I move, it renders the new frame.
So it has to render what's on the edge. It's actually still doing that weird rendering thing. Maybe that's something else.
Or it's just not doing the edges very well. Is it having on both sides?
Oh no, it does. I don't know what that is anymore.
But yeah, this is, so this is just rendering it normally as opposed to rendering an image
and then letting me look around that image.
Okay. I don't, my brain does not quite understand
how it freaking works. Like I get, I get the principle of being like,
one, you're looking at a screen and then you have unlimited movement speed.
Like you can sample as fast as your mouse moves because you only have to render this little area.
So you're basically just like moving your camera around, not rendering a new frame.
And then this, you've turned that off. So now every time I move, it's rendering
like the whole thing or it's tied to the renderer. I don't, I feel like I get it, but I do not.
I cannot explain it. How well do you think you can snap to objects here?
Oh God, this is terrible. Not, not at all. Like, yeah.
It's like, yeah, I just like miss it. Like if I'm like trying to snap to that turquoise
from a different angle, turquoise, turquoise. Yeah, this is, this is wretched.
This is bad. So which would you prefer?
Do you prefer that or would you prefer this?
Absolutely.
It to, for responsiveness and like trying to actually aim,
this poppin feels more mid, like feels less intrusive,
but like visually I find it quite distracting because it's happening at my peripheries
and I'm seeing you these weird poppins. So, but like,
okay. Yeah, cinema, if it was like a cinematic game, no, no problem.
But yeah, I would choose this a million times because I'd still feel like I can get, if I go, let's go over here and be like,
yeah, it still feels better. I think it's still, there's still some responsiveness,
weirdness. Doesn't feel as smooth as when we're at
some of the early experiments, but it just looks so much better. It doesn't make me want to throw up a little.
Like we're good. I'll meet you then move aside again. What more? I don't know what is he gonna do.
All right.
I have a keyboard now. Now you have a keyboard. I've been upgraded.
Powerful.
Okay, yes.
How does that feel? It is, it's when I'm going straight
towards something that's in the, that's in the middle of the frame.
It's not so bad. When you get to the edge of the frame, that's when things start getting really jittery.
And like this dude, he's a, he's getting punt.
It's like a Dr. Strange or whatever, just punching his soul out kind of thing.
Pretty sure I'm running at the same frame right as we were before. The last experiment is like 15 ish.
Okay. Oh my God, my shadow.
But you have the thingy on. And it just, it feels so much better.
Like in the middle, it feels like it's running as basically,
if I could like cut the edges off,
it feels totally fine. It feels like I'm running at like, I don't know, as fast as the monitor could actually,
like 240. It's only at the edges where you really notice it, or when you move,
because clearly when you move, it's like some sort of sampling thing is being limited by,
it's only rendering,
I guess because it has to do a reprojection when you're moving, right?
So like we're seeing a single projection of all of the shapes on the screen. And when I move,
there's going to uncover or change the shape.
So when I move, it's going to uncover parts of the objects
that I can't, that I wasn't able to see before. So it has to redo like a projection
of what the 3D image onto the 2D plane.
Which is why in the middle, where things don't really change because there's not much of a difference in projection,
it's not that noticeable. But then when you get to the edges, is where you see things really start to like jitter
and be weird. Okay. Or maybe I'm talking out of my ass.
How long do you think you can do a tracking shot?
Just fine, honestly. Like yeah, this is a tracking shot for sure.
Like if I want to keep this guy in the middle, this corner,
such a high sensitivity. But yeah, this is easy.
Oh God, so much worse immediately.
That was no jump. So you're currently running at 30 FPS.
30 FPS feels this bad? Yeah. I'm a blessed gamer, aren't I?
Okay.
So if you want to know,
the first test was uncapped. Okay.
The second test was 30 with reprojection.
Yeah. The third test was 60 with reprojection. You actually guessed 60 correctly.
Yeah. But you said that it was worse than 30. So I don't know how.
I said 60 felt worse than 30. You said that it looked worse.
60 with reprojection. Yeah, looked worse than 30 with reprojection.
And then the fourth one was 15.
Oh, okay. And then I switched you over to that.
And now we're at 30 again.
Wow. So obviously you know what's going on. Yeah, but even I was still fooled.
I was still wrong even like having an idea of what we were testing, which I think says something about just how effective
it is. So three makes it turn on or?
Three turns it off. Well, how do I turn it on?
It's nuts. It's just like,
obviously this is weird rendering glitches, but I'm sure that can be accounted for.
Yeah, this demo was put together in a matter of hours from what I understand.
How was no one thought of that?
How did some other guy figure this out? Like some dude in an afternoon was like,
I'm going to put this together. Actually, it was two clicks Philip who came up the idea.
The guy was like, huh, that's a good idea. And then just sat down and did it.
Two clicks felt. I love that guy. He's a genius.
Yeah, it's it's huge. It's huge how much more playable it is. Like, yeah, there's a lot of things to
a lot of rough edges to the tech, but like
it's immediate. It's just immediately a preferable option.
This is really cool. Does it work in any other thing? And anything else yet?
Not yet. Nobody else implemented it yet, but it has been implemented obviously in VR.
So it's VR does it so that people don't,
you know, get motion sick. Yeah. Right. Because if you drop a frame and the frame just stays there
while you're moving, you're just going to like fall over.
Yeah. Oh, yeah, you'll feel this guy. Yeah, it's crazy. It takes very little to make you feel very bad in VR.
Yeah, it's really need to see how it acts on the edges.
Now, what's going on at the edges? That's just stretching the colors to infinity.
If I didn't have that option turned on, you'd see blackness there.
So if this were, for example, combined with foveated rendering,
where it would expend the screen out a little bit at a lower resolution,
yeah, then you might not even see any kind of like smearing like that.
Okay, yeah, because yeah, definitely. So it's basically like that's the end of the canvas
and it just goes, okay, the simplest way to fix that, to fill that in is just be like this pixel
fill all these, fill all the black spots with the pixel on the.
So like say you have a, sorry, go ahead.
So like ideally you just want to render slightly more than what you're seeing on the screen.
Ideally. And I guess it's hard to predict how much more
because like if I whip really fast, that's a lot of pixels that has to figure out,
has to just hopefully be rendering. Right. So at the same time, if you have a system
that's capable of 60 FPS, for example, and you had a display that's capable of rendering
or displaying 240 and you did that really fast flick.
The longest it's going to take at 60 FPS is 16.7 milliseconds.
Would that be? That's fine. No, not just to fill in the edges.
Like, and how often are you doing like a 180 flick? I don't know. Yeah.
Also, if you think about like on a console, you could adjust how much it renders
based on the stick sensitivity. Yeah. Right. Because you could have a cap on them
and you go like, okay, if we're at the highest sensitivity, we'll just render this many more pixels than usual.
And then you can just have it be perfect at the edge. Yeah.
If you want to see how it works, hit the 2B. The 2?
What the hell is happening? Oh my God.
What? Okay. One.
Oh, I'm a chaser now. Why is that a cap? So if I stay here, this is the projection.
This is just me looking straight at the projection. The projection. And then when I move to the side,
it extends the projection into infinity.
Or is that supposed to wrap around like a sphere? Well, it kind of wraps around just because of the way
it's set up right now. But if you were to move...
Oh my God. Oh, that's really neat.
Yeah. Because it splits everything up into strips and sorts them based on how far away from the camera they are.
So they can like kind of... So that's interesting because it's a...
How is it designed to fill things in? Is it just like because it's rendered everything including...
It's... The projection doesn't render occluded objects,
but the engine does. The engine does. So when we move to the side,
we can see through the objects kind of because it hasn't... The projection just fills in what the other rendered information
which was currently blocked off. Right. Because it hasn't been rendered yet.
But with that being said,
if it doesn't take that long for it to render, then you can get a higher response time
by just saying, fuck it, I'll just continue to move.
Yeah. Right? This is...
This is very trippy.
Oh my God.
Why is it upside down? Oh, I see. Because it is just doing a 360 kind of...
Yeah, you moved too far. So it's a reflection. Yeah.
Interesting. That's so wild. It's kind of... Have you heard of hyperbolica?
Hyperbolica, I don't think I have. So it's a game that basically...
Oh my God, this is exactly like it. It's a game that's really good at making me feel like I'm going to throw up.
And basically what it is is that it's... You're navigating a hyperbolic plane as opposed to...
So usually we're in Euclidean space, right? Which is like three dimensions and everything just like coordinate.
Everything is equal. Like there's one unit up,
is proportionate to one unit to the right. Hyperbolic space is like on more of like a saddle shape.
It's really hard to describe. Yeah, I have to see it.
And that game does... Okay, oh my God.
And that game really messes with your sense of like perception because scaling doesn't really work properly
as the way you assume. It's a trippy game, but also I tried to play it for a little bit
and I got very nauseous. But... Is it VR or is it?
No, oh my God. If it was a VR, you would die.
Oh, city. Yeah. Do you think that this effect would cause nausea?
I don't know. I don't find it...
Like if you hit four. Yeah. I don't find it very...
I don't... You don't think what it was supposed to do. What's supposed to...
What's supposed to do? What's supposed to turn on like... Yeah, no, four is doing.
It's just I was moving.
Now here's the thing. I tend to be pretty like... I don't get affected by nausea too badly.
Um, typically. So like most VR games, no matter how crazy they are,
I'm usually okay. This doesn't bother me at all. But that's speaking from somebody who doesn't find it.
And it makes sense that... It's funny because it's like... This is used to prevent nausea in VR.
Yeah.
It is a little distracting, but... I'm Tim. I am from the Labs.
My gaming aptitude is potentially pretty low.
I have over 300 hours in Apex Legends.
No, that's a lie. That's actually a lie. My gaming aptitude is potentially pretty low.
I have over 900 hours in Apex Legends and over 300 hours in Bermontide 2.
And then somewhere around 3000 hours in T-Portress 2.
I'm pretty bad at all of those. So, you know, pretty average.
What I think the frame rate is...
Oh, this is...
This is interesting. Okay, so...
At first glance,
it looks like it's pretty high, right? Like, this feels as I'm moving the mouse...
As I'm moving the mouse, it feels as if I'm in a really stable 200 plus, right?
Like, it's... I know that this is a high refresh rate monitor.
And as far as it goes visually,
the only indication that maybe something is funky
is the edges. When I flick really quickly, they kind of blur.
And that's really hard to see. It's only there for a second.
But otherwise, it looks excellent.
Okay. So, aside from the edges, do you notice anything else?
Yeah. No, just the edges.
The stuff that's in the general center of my view
appears less blurry than the edges do.
Okay. How long do you think you can do, like, flick shots?
Oh, god. Oh, wow.
Probably pretty accurately. Right.
So, you know, obviously this isn't probably the mouse that you're using at home.
No. It's probably not the sensitivity you use at home.
But you feel like you could be pretty accurate like that? Yeah, that feels really good.
Okay. I'm going to need you to step away for a second. I'm going to change the settings.
All right. Okay.
All right. You're not allowed to look under that, by the way. Okay.
I'm not. Yeah.
Okay. I'm assuming some sort of a keyboard or whatever this demo is?
Yeah, pretty much. I don't want you to see the same settings. Yeah.
Okay.
Now the settings have been changed. Okay. Or I guess if I were doing a double blind, I would say
that it hasn't been changed. But I want you to see if you notice anything weird.
Wow. Okay. So that that edge is significantly,
significantly different. Okay. So look at look at this right edge here where that that building is kind of
it's scraping into view almost almost as if there's a
as if as if my the game engine's camera is starting to render things blocks as they come into view.
Oh, Anthony, what are you using foveated rendering?
Is that what is that what you think that we're doing? Yeah, you you have this demo is using foveated rendering in a mouse environment not a VR space.
That's that's what's happening because it's it's just taking the
it's taking the border and it's stretching it for just a hot second.
That's totally it. Okay. You've engaged you you've made my you've made my screen space smaller and you're just rendering
it a little bit wider. Why are you? What is this?
What is this? Okay. Well, I'm not going to tell you what it is yet.
What I want you to do is tell me what frame rate you think you're running at. Okay.
Has it changed?
Yes, it has changed. It's a little bit more.
Oh man, that edge is really, really hard to get away from watching.
It is I think it is a little bit slower.
Okay, I don't know that I could tell you by how much but I am noticing
a decreased level of smoothness in my center field view.
Okay, now with that being said.
There's there's more granularity to my mouse movements now.
There's more granularity granularity so you feel like it's skipping more.
Yes, okay. It's it's it's as if I've lost resolution from a movement side perspective.
Okay.
So you think it's still like in the 200 FPS range though?
Or has it dropped below that? Well, okay, so visually I want to say it's probably around the same.
Probably has dropped but but still pretty good. But now that I know that there's something funky going on.
I'm I'm finding it hard to differentiate between
this looks like 200 FPS and my brain saying no, this is wrong.
It's clearly not. Okay, do you think you can still do flip shots?
Would that be, you know, harm-diving anyway like the way things are right now?
Compared to some of the systems I've played on, this is totally great.
This is this is entirely fine. All right, I'm going to teach you to step away again.
I'm going to adjust some settings again. Don't worry, I will give you the keyboard a little bit later.
So you won't just be using the mouse. Let's see here.
Okay.
You should come back over.
All right, so what are your impressions right now?
That edge chop is still there.
It looks smoother. Okay.
I think I think the most noticeable thing and I don't know if this was
present on the previous two iterations because I wasn't watching for it.
But now that I am, I'm seeing it. The most noticeable thing is the screen shading, the brightness flickering in my top right corner.
I think I would check it on my left corner if I had access to it.
But it might be an artifact of the monitor.
I'm not sure. Probably I would say that based on what I just changed probably is an artifact of the monitor.
I didn't change anything that would cause that. I don't think. Right.
Okay. So external information. I can hear the GPU is working a little bit harder.
Okay. Maybe I should have put in a case. That's okay. That's okay.
Yeah. Like I can very clearly tell with the shadow here just kind of how blurry those edges are for a
split second, how wide they are for a split second that you are still doing that foveated
rendering. Whatever that trick is, that hasn't changed. Okay.
Like you can very clearly tell that it's wider when it comes out of the base of the
monitor there for just a split second before those jagged edges close back up.
How does that make you feel? From a technical perspective, I'm intrigued.
I'm incredibly intrigued. This is super neat.
And I'm wondering what sort of latency you might get to better answer the question of
could I use this as a flicking, like a flick shooter like CSGO or something to that effect.
But assuming the input latency is the same as what you're feeling with the mouse movement right now.
Assuming that the input latency is the same as what I'm feeling. This feels like a solid game as far as a game demo goes.
This was put together in a couple of hours, I think. So it's not. No, totally.
It's super, super, super grid memory, but it is. As a technical demo, this feels very cool.
Okay.
So you said foveated rendering a couple of times.
Is that your best guess as to what's going on?
What's not DLSS? That's for sure, because I'm not getting the artifacting.
At least I don't think I am. I'm not getting the artifacting that I would expect there is wait, no, actually, that's a lie.
That's a lie. I can see it now that I'm looking for it on that on that teal block.
I'm I'm seeing intermittent frames and that's not from the edge that's in the center.
So DLSS is on or some sort of thing. DLSS, FSR, XCSS, something to that effect is being used.
I think potentially that as well as whatever your your new trick is, is being used.
Okay. That's that's that's my best guess.
Probably a combination of those two. Are you?
Oh, I got to work this out. This is a this is a fun problem.
What frame rate do you think it's running at still? Like native frame rate?
Yeah. And it feels this feels high.
Like this feels I haven't gained yet on a 300 fp 300 Hertz monitor.
I haven't gained yet on a 300 Hertz monitor, but I expected this is probably higher than 200.
Okay. I'm going to get you to step away one more time and I'm going to do some more settings tweaking.
And then I'll get you to check right now.
Not this time. The next time.
Okay. I feel like I'm going to just be completely wrong and and just look like a native idiot.
But holy shit.
So that's your initial impression is sorry.
Yeah. Yeah. You hadn't sat down sat down before I started, but this is okay.
So what you have done is you've made I think what you've done is that you've made the border.
Okay. You know what I'm going to go with fovea that rendering what you've done is you've
changed the rendering resolution to be smaller. And so it's having to it's having to render a much wider edge.
And this is yeah, this is just confirmation that that's what's going on because you can
see how long it takes for that to show up, especially in that line because it has a it
it has a straight isometrically this orange line is going to come pretty straight along
the entire way as I'm rotating the camera and just start to angle upwards.
But that's not what it's doing. You can see that whatever sort of implementation of fovea to rendering here thinks that it's
kind of going straight across whatever whatever program or AI if it's gone that far in technical
demonstration is trying to make something out of that line, but is really struggling to do so.
And the faster I go with the blocks, you can see that more and more obviously on either side.
Okay. Yeah, that's clearly what's happening.
All right. So do you think you can still deflate shots?
I think my brain thinks I can. Right. Like that's that's probably where this demo stops as in I'm I would be really concerned
from a technical perspective with the game engine tell me that I've actually hit.
If if if what you're doing is rendering
fake space before a new frame loads in, then I would wonder at what point does the game recognize
the input. And so if the game recognizes input based on the real space actuation of my mouse,
then yes, I would say that I could still reflect shots. If the game engine doesn't recognize that input, if it waits until the frame is rendered before
accepting a new input, then no, that would be technically impossible.
Right. Okay.
Can you tell?
This is funky. I would ask if you can tell there's anything else off, but I think you've already kind of
said that. DLSS is I think still on. I think I can still see intermittent frames.
And I think you've dropped the frame rate. Okay, maybe what frame rate do you think it is?
And you're going to come out with like something ballpark nuts. Like this is an actual native frame rate of 10 FPS or something.
I don't I don't know at this point, but it's
it's definitely dropped. I think it has dropped from the last iteration that I've looked at.
Okay. Because it does, it does still feel more choppy, but whenever we were looking at it and I said
that the mouse feels more granular, it feels a little bit.
It feels like there is a higher resolution of mouse input than that time.
It feels like it's less, less chunky when I move my mouse.
Okay. And I don't, I don't, I don't know if that's just an artifact or if I'm not
remembering this correctly, but I feel as if that's the case.
Okay, I'm going to do something here.
Tell me now what frame rate you think you're running at.
Okay, so
if I was to, if I was to look at this in one of our in game benchmarks in the data mines,
I would probably say this is running around 20 to 30 FPS.
Okay. But if this, if this is still running all the same settings as previous and all you've done is
change the frame inputs and I know for a fact that there are frames being generated in between,
I want to say that this is like, I don't know, something like five, something like stupid low,
like single digits frames need.
Okay. So what I'm going to do is I'm going to put it back into the fun.
Can you just step away for a sec? Sure.
Okay.
Now I'm going to get you to come back and get you to move around.
Good to go? Yeah, good to go. Cool.
Yep. Yeah, that's what's happening. You're faking it.
You're, you're, okay, only, only WASD.
You are, it's clearly obvious at this point.
The game engine is struggling.
It's, this game engine is on the struggle bus.
Like I am, when I move my mouse, I want to say this is like a, it's solid 60.
It's at least 60. But when I move my character model, my camera view point, yeah, this is,
it's still so smooth with my view, but the movements, the game engine is chopping up
as if it's like five frames a second. It's like unplayable.
Like look at that. Look at that shadow. What is this?
So, okay, what I want to ask you now is, I mean, you've already said what frame
work you kind of think it is. You've already said that you've noticed some things that are off.
How well do you think you could do like a tracking job?
You know what, I think that would really start to depend on the way that the game
that I was playing rendered mouse movement, right?
Like if it's, you know what, I think I could do it pretty well.
I think, I think this wouldn't be terribly, terribly tough.
It's, it's weird in that I don't think I'm noticing angular distortion.
I think it's just happening on a XY Cartesian space across the monitors resolution.
So I wonder if I would have more of an issue with somebody who was
going at an angle across my screen than if I had somebody who was going flat or
horizontally or vertically across my screen. Okay. But this is all, this is all substitution.
Okay. Rest of the three key and tell me how you feel you could do tracking shots with that.
So as mentioned, I suck at gaming pretty badly.
This would make me suck harder. I think this is pretty bad. This is, this is,
this is like when you load up Gary's mod for the first time and you realize that it's not fun.
Okay. So let me explain to you what is going on.
You've kind of gotten it sort of right now. It's at 30 FPS and it was at 30 FPS when you were moving around as well.
If you hit the two key and then move.
What is this? What is happening is asynchronous time warp.
What? Why? How?
This is what they use in VR. Yeah. Make sure that you don't get like motion sickness.
Yeah. They're just rendering frames in between each frame. They're, they're, they're keeping the pipeline going as long as they can.
Yeah. So this is what's happening here and you can do that.
I can set it as low as two FPS, but it's off. It's very obvious then.
But 15 FPS, what you have for this test, that was like really low.
And you said that it was still pretty good.
Right. Like there's obviously artifacts and there's obviously like you have to worry about the
game engine at that point. Hello. Welcome to the major dimension.
Sorry. Welcome to the mirror dimension. You have a mirror dimension.
If you hit the three, you'll go back and need it. If you, if you hit four, you'll go back to the async talk board.
This is nuts. So basically what's happening is it's moving around a virtual display.
And as the frames are updated, the display snaps back to the regular,
like to the center of the screen. Right. So when you were seeing it first, when you sat down, that kind of blackness around the
edge and the, and the smearing around the edge, that's kind of where that virtual display is.
Yeah. I currently have it set to stretch that out to infinity. Got it.
If I turn that off, you will see the blackness around it and then snapping to the center of
the screen. Totally. Yeah. So yeah, how effective do you think this would be for like if you had a low end graphics
card, but you had to play a game, like would you want to turn this on or would you want to
keep it off and do the low FPS? I don't think that I can make a judgment call that deep.
I think that's, that's far, it's far too demo to be able to make an assumption in that direction.
Right. I would say that I'm really interested in where this tech can go.
And as far as a competitive game, such as like a co-op or multiplayer game, I am interested in it
far more than I am the advances of DLSS or XCSS.
Oh, okay. However, I, I really do want to reserve judgment until I see more of it.
Would you like to adjust the FPS for yourself? Yeah, that'd be awesome.
Let me take this away here.
So if you escape, you'll get a mouse and you can click on the button then that shows up to get
back into game motion and you can adjust the settings there. You can turn on and off the stretching.
You can turn on and off motion like movement interpolation, which is currently on.
So you can have a disconnect between your movement and your mouse cursor as well.
Right. If you want to, for some reason, experience that.
It's kind of trippy. Mouse sensitivity.
Okay. So it's not granularity. It's simply just an actual sensitivity.
It's a, it's a, it's a movements Jacobian.
Okay. Target FPS 10.
What is it doing? Is it rendering half frames and then inserting?
Um, it's doing like a ray casting. Right.
So it's taking basically snippets of the scene in terms of the objects and kind of moving those
independently, depending on their zen, their zen access as far as I understand it.
That's fascinating. Oh, wow.
Oh, that, that player movement in the repro. That's, that is a nut setting, especially at low frames.
Like this, this almost takes something like a 960 and puts it back on the market.
That's good news because apparently the GPU market is kind of in a crash right now because
people don't want to buy it. Um, and the, uh, 4080 is ridiculously expensive.
The new AMD card is going to be ridiculously expensive.
It's just all getting more expensive. Does this make Intel are confiable?
That plus, uh, the XBK.
Yeah. Wow.
I like, I love this. I unironically love this.
My, my VR friend is going to get a kick out of it.
I have a, I have a friend who's doing a PhD in VR research right now and he's, he's a massive nerd
and loves the channel. And this is going to be a really fun video for him when it comes up.
Now it's interesting that you mentioned phobia rendering as well.
And the fact that you put together the VR angle of it as well.
If you combine this with phobia rendering, you probably wouldn't even notice the smearing
on the sides because you just have lower resolution exterior of the screen rather
than just stretching out the colors to infinity. Yeah. Right.
Okay. So I wasn't quite correct there, but I was really close in the application process of it.
Yeah. We're kind of temporarily stretching it.
Right. If that makes any sense. So it's not quite in the same way as inserting the LSS frames.
The LSS is not on. No. Okay. Interesting.
It's, it's, it's odd because I can, I can, I thought that I could see the artifacting,
the stretching of intermediate frames. Do you know what this is?
It's, it's an AMD GPU. I should, I should have put two into it together.
How did I miss that? That's, that's a, that's a really dummy move.
What, what was I seeing then? Uh, I'm Emily.
I am one of our video editors. I game a lot and I'm terrible at it.
I play, I play mostly a single player like story games and a few FPS games.
I do play just super casually.
Okay. Yeah. I mean, that's fine. Yeah. We're looking to get a mix of different levels of experience.
So. Okay. Cool. Why don't you grab the mouse and let me know how you think it feels.
Like how does it, how smooth does it feel? You notice anything weird or anything like that?
Like the sensitivity is incredibly high for what I'm used to anyway.
Okay. Well, that's not quite what we're looking for. Yeah. But I just like first, um, impression, but yeah, I mean, it feels pretty smooth.
Okay. There's like, I think there's a little bit of like jitter, but it's not,
it's not the worst. Okay. Um, yeah.
What free rate do you think you're running at right now?
I want to say like
200. Okay.
And, uh, sensitivity aside, how well do you think you do click shots?
Oh, probably pretty okay.
It feels smooth enough that like I can see, I can see where everything is.
So it's like, yeah, I could probably do it. Okay.
I'm going to get you to step aside for a sec and I'll change some settings.
And if you're going to have another look. Okay.
Okay.
How does it feel now?
Is it any different?
Oh, uh, quite on set, please. Quite on set, please.
It, it looks a little worse.
Yeah, it like, I can see like things are shaking a little bit more.
Okay. When I move, um, in terms of like frame rate, it doesn't feel that much different.
Like I feel like I could do just as okay. Okay. But visually it looks slightly different.
Okay. Do you think you can still do like a pretty decent click shot kind of thing?
Yeah. Yeah, I'd say so. Yeah. Okay.
I'm going to go ahead and make some more changes if you don't mind stepping aside for a sec.
Oh, I should probably have taken the keyboard.
Oh, that would be helpful.
I take it away from you so that I can have it.
Okay.
Has anything changed?
No. I can't, I can't tell.
It feels the same. Is it still jittery?
A little. A little? Seems less, but yeah.
And what frame rate do you think you're running at right now?
It feels very similar, but maybe like a little less, maybe like 175, something like that.
Okay. But yeah, it's still pretty high. And I didn't ask for the, I don't think I asked for the previous one, but how much,
how high did you think the previous one was? I'd say it's the same, like 200.
Yeah, yeah, yeah, like not, not much different.
Okay. Yeah. And you think you can do click shots just fine?
Yeah, probably. Okay. Anything, is there anything else kind of weird or is that really it?
I don't think so. Yeah, I think that's it. Okay. Yeah.
Fair enough. Cool. I will adjust some additional settings.
Okay.
Okay, I will have you sit down again.
Okay.
How does it feel now? Oh, definitely different.
So like things are loading in on the side, but like not well, like there's a lot of tearing
on the edges of the screen. Okay.
Whoa. And like rubber banding and stuff like it's, yeah.
So, whoa, yeah, that looks terrible.
Do you think the frame rate is the same or has gone up or down?
Down, definitely. It's gone down? I think so, yeah, because like
well, so bad it is there.
Like, I don't know. I don't,
yeah, I feel like it has a little bit. Like it's definitely not as smooth as before.
So, sure, it's gone down. Would you put a number on it?
Like a hundred. A hundred? Yeah. Okay, fair enough.
How do you think you can do a flip shot? Is it any different?
It would probably be a little harder because like the edges are so distracting now.
But in terms of like fluid motion, it doesn't feel too different.
So I could, yeah. Okay. So something like kind of sort of in the center you can blend out pretty quickly?
Yeah. Yeah. Okay.
Do you have any idea what is actually happening? No.
Um, so I'm going to do a thing here.
Okay. And I want you to let me know if it feels any worse.
Okay.
Oh, that's awful. No.
This feels like when I used to game on my laptop. Oh, I feel that for you.
Yeah. Yeah. You don't know what frame rate that is?
This feels like 30, maybe less.
How old do you think you could do a flip shot?
No, that's not happening.
Okay. Not well at all. All right. I'll meet you to step aside again.
Okay.
All right. This time you get the keyboard. Okay.
Now, before we begin with this one, I forgot to ask, would you prefer the before or after when I switched the mode?
Just now? A little, yeah. The second one went from like kind of weird and...
Oh, yeah. Yeah. Before. See you for real. Yeah.
Okay. Yeah. Now, watch me move around.
Oh, I can move. Oh, I'm a potato.
Okay. Oh.
It definitely gets more jittery when I move.
Do you think you could do a tracking shot? How easy would that be?
It might be okay, but I'm watching this character model like go insane while I'm moving.
So it's like...
It would be, it would be hard. It would be harder than normal, for sure.
Okay. Go ahead and hit the three key.
And try now.
This is worse. Yeah, this is...
No, it would have been easier before. Okay. Yeah.
So it would be like significantly easier or...
I wouldn't say significantly, but I would probably do a better job
before than now. Yeah. Would you say that the, like all the shimmering and stuff was more distracting than what you're
seeing now or less? No, this is more distracting. Okay.
Okay. So do you have any idea what is going on?
No. I mean, like stuff's changing, obviously, but like, I don't know what specifically,
other than maybe frame rate and like some other...
Yeah, I don't actually know. Do you, do you do VR?
A little bit. A little bit. Yeah. Okay. So with VR, what happens when your video card like can't keep up and it drops a frame or something?
Yeah. Is it does what's called a reprojection.
And what that does, it takes kind of like a snapshot of everything that's in the scene
and lets them kind of move independently in like scripts.
And that makes it so that you can still kind of move and you get that feeling of motion
so you don't get sick. Right. You don't like fall over or whatever.
Right. And that's, that's what's going on here. Hit the two key and move around.
You'll see that in action. That's crazy.
So basically what's going on is every time the frame is updated by the actual video card,
it gets snapped to the center of your screen, but you're actually like kind of moving a virtual head
back and forth, kind of like you would in VR. Right.
Oh my God. Wow.
Oh my God. This is insane. If you hit four, you can turn it back on.
To be smooth again. Oh, yeah. And if you hit three, you'll go back into the actual frame rate.
Oh, this is the actual frame rate. Yeah. Oh, this sucks.
Wow. Okay. That's cool. That's cool.
So the idea with that is even at a low frame rate, you should still be able to interact with the game.
You should still be able to, you know, feel that it's smooth.
And be able to kind of know what's going on.
Yeah. Whereas at a low frame rate right now, without this, you kind of don't get that.
So I mean, would you say the trade-offs are worth it or?
I mean, it's, I would say it's still playable.
Like that's the thing. It's even in this like weird like shitty frame rate, it's still playable if you had to, you know, like
you could still do decently. It's just you wouldn't be performing optimally, optimally, whatever that word is.
Because you just can't see as much.
What's the difference between four and three again? Three is the real frame rate.
Four is with the effect turned on.
Okay. Yeah. With it, with it turned on, honestly, yeah, you can, you could do a lot better than normal.
It's, yeah, it works way, it's much smoother.
Even if it's got some imperfections, you can, you could do fine.
Okay. Yeah. Cool. Yeah, I'd say it's worth having.
This is, this is good. I'm Chase. I work on LTX. I'm the event coordinator and I play a lot of video games from FPS to the puzzle to anything.
Lately a lot of FPS, I guess, except for God of War, but I just, I play all around everything.
Anything and everything. Except RPGs, actually, I think. Like MMOs.
Oh yeah. I'm just like everything but that. Yeah, I can kind of get that.
MMOs are a little. It's just a huge time sink, usually subscription based.
I feel like those are the games you got to get really in on them early to have it like be a lot of fun.
So I just kind of like avoid that. Yeah. That's true.
The worst is like, oh, like come play with me. Oh yeah, let me know when you hit the level cap because I'm already there.
Yeah, it's not, not great. Okay. So why don't you go ahead and grab the mouse.
All right. Have a look around and see how it feels.
It feels pretty smooth. Okay. Looks a little ruminary. I'm not going to lie.
I love the CSGO player model. I'm not knocking it.
Is my, am I an egg? Am I like a. Basically, yeah. Okay.
Some kind of cylinder, cylinder to life form.
Awesome. What do you think the frame rate is currently?
High. High. 60 or more. 60 or more, okay.
I would say 140 maybe.
Okay. It's hard to tell. Can I turn the mouse sensitivity down a bit or no?
I can, but it would be a little bit intrusive.
Okay. Fair enough. Just leave it there. It's all good. Sorry. No, no, no worries.
How well do you think you can do like a sensitivity aside? How well do you think you could like do a flick shot?
Like quickly snap onto any given target?
Pretty good. I'd say pretty good. Okay.
Other than the sensitivity. Other than the, yeah. Yeah. That's different for everybody.
Everybody has had, you know, preferences for sensitivity.
Yeah. I keep mine pretty low. Like I think I made 100 DPI and like CSGO.
I'll be like one to two or even lower. Like I try and do about a 180 or a little bit more on like my mouse pad.
And I find it does suck really close quarters, but from that medium to far range,
I usually have a pretty good like sense of where things are.
And like aiming. Okay. Well, I'll get you to move aside for a bit.
Okay. Just for a second. I'm going to change some settings.
Sounds good. I'll just like question myself over here.
Shield your eyes. Virtue gaze.
Okay. Pop back into the chair.
Let's go.
All right. Okay. So how does it feel now?
Is it any different?
Any different?
I would say same. Same.
Same. Yeah. I'm not really feeling anything. Okay. Maybe.
Yeah. It's hard to tell. It's hard to tell. Okay.
So frame rate, you'd say is roughly the same?
Yeah. It's about the same. I feel like when I'm moving around a little bit on the guy's head here,
I feel like it's not as clear as it was before, but maybe I'm just moving around more.
Okay. I would say overall it seems pretty similar.
How do you feel that the case has changed any visually?
Standstill no. It seems pretty visually the same.
Okay. I'm still an egg. Still an egg, yeah.
That's not going to change. I don't notice any. Maybe the shadows on them are a little bit darker.
Maybe I'm just seeing it again, but I don't think I'm noticing anything.
Okay. You think you can still do those quick shots?
Yeah. I would say it's probably okay to do like flick shots and stuff.
Okay. I'm seeing like some tearing, but I don't know if that's because just coming back to it or
yeah, I would say some screen tearing.
Okay. But that might have been there before. I'm sorry. Just so you know, Vsync is on.
Okay. Okay. Yeah, that might that might be contributing a little bit to it.
Okay. So let me change things up a little more again.
Okay. Is the popping in just because of the limitations of the test
at like the screen edges? The screen edges? Yeah. It seems like there's a little bit of artifacting going on,
but that might just be I see some of the cubes popping in and out.
Okay. Okay. Well, I mean, I'm not going to comment on that,
but I'm going to tell you what the settings for the screen are. So everything you see in the test is within bounds.
Okay. But Vsync is off. Okay. Yeah. Okay.
You want to come back in? Before we do that, how distracting is that?
No, it's not very distracting. Okay. I just noticed it, but I think it's I think I noticed it earlier.
It's totally fine just as long as I'm aware of like it's a, it's supposed to be happening.
Right. Okay. All right.
So I will change up some settings.
All right. Okay.
Okay.
Okay. How does it feel now?
Any better or worse?
I want to say honestly, the same or maybe just worse.
Okay. Like if you really quickly snap between like the player model and that kind of cyan cube,
there's definitely a lot of blur going on at like really high speed.
If you slow it down a bit, it seems pretty smooth all around. I don't notice too many things that are different.
Okay. Maybe the cubes are a little, is that like, there's no anti-aliasing?
There may not be. I don't actually. Okay. I don't think that's, that's not a part of the test.
Could be, I don't know.
It still seems kind of the same to me.
Okay. And do you think you can still like point pretty accurately?
Yeah, I think so. I think I could. Okay.
To an extent. Well, I mean, yeah, you've got the high sensitivity going.
Yeah, I would say there's like, it's kind of blurry if you go really fast,
like between kind of certain areas you can tell.
Was it blurrier before or is it blurrier now? I would say it's about the same amount of blurriness.
Okay. Maybe it's, I don't know if V-Sync's on or off now, but it's,
it depends on the kind of movement for sure. Like if you're doing like one really quick snap and then some like smaller,
slower movements, I would say it's probably like, that initial step might not be super accurate,
but then if you're going a little bit slower, it's probably okay,
especially when you try and try and move the most like really slow. It doesn't seem like anything's like too crazy.
Like I can discern most things.
Okay. I'm going to change it up one more time. Okay.
Watch me not actually be changing anything right now.
I don't know. This chicory is really mean, Anthony.
I've been doing it all day. I feel like am I missing something important?
I don't know. Just messing with people's heads.
This is the most recent Channel Super Fun. Yeah. Yeah.
This entire video is about people like that. Okay.
Okay. Sure. Just so you know. So I understand.
All right. I know how you feel about it now.
Okay. The sides of the monitors where the cues are coming out,
definitely more noticeable. I don't know if you change something that you're supposed to.
Okay. I'm seeing that a lot right now.
Is there anything else you're noticing? Just give me a sec.
It's mostly that side to side. I would say
most of the things look pretty much the same.
When you go really fast, it's bad.
For sure. Yeah. I'm noticing like some weird triangle show up.
Like something's not right here. I would say it would be much harder to do like a quick shot or a flick shot
or anything that kind of requires you to like quickly move across the screen.
Because I'm noticing the triangles are like not the cubes.
Sorry. The cubes. I keep wanting to call them triangles. They're not doing what they should maybe.
They're made of triangles. Okay. So what would you say the frame rate is currently?
If I can move. Oh man.
It's kind of like everything feels really smooth, but I'm also standing still.
Yeah. So it makes it a little bit hard to tell maybe.
I feel like it's gotta be 60.
Could be lower. Honestly, just like the amount of blur that I'm seeing on like the
player model when I like move around, but it feels smooth. So that's why I'm not exactly sure what I would call it.
I would say, yeah, 60. Okay. Why not?
So let me just quickly do it in here. And I know that it is better or worse.
So just give me a second. Can I move while you do stuff?
Sure. Okay. Okay. Three, two, one.
Oh yeah. That's bad.
So would you say that would be more difficult or less difficult to do like a flick shot now?
I would say if you specifically like in this scenario needed me to like move from one location
to the next, I would say easier because now the frame rate is really low and very noticeable.
The cubes aren't doing that weird pop in and pop out. So like I can actually see what's going on because it's almost like a slideshow effect.
Like, oh, here's where like here's where you are, but it's not amazing.
It's pretty bad. Do you find that the lower frame rate actually helps in that?
In this specific scenario, yes. And I think this is the only time I've noticed the frame rate looks very low compared to the other tests.
Right. So if I just switch it back over. Oh yeah. Yeah. It's way smoother now.
So this is like a really high pressure rate. It's smoother, but you're distracted, right?
Oh yeah. Very distracted. Yeah. Okay.
And that is not smooth. Yeah. That's not smooth. Okay.
Get you to hop up again. Oh, yeah.
Okay.
And this time you get the keyboard. Oh, I can walk around.
You can. Yes.
Oh my god. Player model.
So how does how does that feel? Is it smooth?
Is it kind of like choppy? Is it? So I, it's hard to tell because I can see certain things are kind of like jittering around on the screen.
I feel like my movement is really smooth, which, so I feel like it's a high frame rate,
you know, at least 60, but then something is either up with the other monitor settings
or like just the geometry itself, because it seems to be kind of all over the place.
Okay. Like you can tell that the model itself is like shifting around. That makes it definitely hard to like discern what's real if you're moving.
Right. So how, how does he think you could do a tracking shot right now?
Tracking shot, I would say for the most part probably fairly easily,
depending on the size of the target. Like if it was this player model right here, probably not too bad.
I feel like, because I just knowing like where the player model is, you can kind of discern that there's a bit of like an after effect on it.
Right. So if you play with it long enough, it'd probably be like, it'd be okay.
It's not great. I don't like it. Okay. Hit the three key.
The three key. Okay. Try it now. Ooh.
Okay. So lower frame rate. Yeah.
Yeah. It definitely gets rid of that like after effect kind of like ghosting going on.
Would it be easier or harder? I don't know. That's a, that's a tough question to answer.
I would say maybe a little bit easier to discern like where that actual mass is on the screen.
But in this case or Yeah. In this case, with it being like the lower frame rate, but like,
because those edge cases is really what would be an issue in my opinion.
If you're like playing at a high, like playing a high stakes game with CSGO,
you're going to maybe see that ghosting if everyone's walking around and it's like,
that's happening. This would be like probably a little bit easier to discern what's going on.
Okay.
Cool. Can you switch back over if you hit four? Oh, hit four.
Just back over. Yeah. Just kind of GNAV.
I would just do both. Well, I mean, you know, that's what you want to do.
I'm going back. Do you have any idea what is happening here?
Ah, man. Not too sure, honestly.
I know one is high. I'm assuming three is like a low refresh rate and four is high.
But then I don't know what the other issues are that are going on right now.
Okay. So when you first sat down, it was completely uncapped.
Okay. The next I showed you was 30 FPS.
After that was 60. Yeah. And finally 15.
Okay. Now we're back to 30 again.
And what we're toggling is something called async and time work.
Okay. Do you play VRL?
Yeah, I do have a VR headset. I haven't played it in a while. Okay. Um, but yeah, I don't really toggle too many settings on there other than.
Well, in this case, this is not really a setting that you toggle.
It's what happens when you, when your graphics card were to drop a frame, for example, while in
virtual reality, instead of that frame hanging in front of you and making you feel sick, basically,
because you're moving in the frame isn't, it breaks the image up into strips and lets those
strips kind of move independently. And that's pretty much what's happening here.
You hit two. Oh, I had two. Oh my God.
Something's very wrong.
Oh, cool. So I was like, yeah, I can see it's all the like the little images I guess it would have been making.
Yeah. So the idea is that it tricks your brain into thinking that it's still responsive,
even though the computer is waiting to spit out the next frame.
This demo is kind of that, but in non-VR space.
Okay. Now, it's interesting to me that you have so far preferred not having it all at all,
which is something that I will say everybody else did not agree with so far.
Are you used to low frame rates?
I think when I originally had like a family computer and I started gaming on that instead of
like an Xbox or something, because I got like, I basically just jumped from like
a PS2 or an Xbox straight into like PC gaming. It wasn't like the best.
So I definitely had like quite a few years of like playing on probably like 60 or lower.
So I don't know. I mean, I have a pretty high high end setup now and like everything is like uncapped and like,
you know, high refresh rates and all that kind of stuff. Yeah. But I would say like when you're playing, you know, kind of like high FPS games,
something like Counter Strike, like that messiness of like having, even though you have the smooth
frame rate, you know, you have like the player model and you're trying to just sort of like
where it's on screen. That definitely causes an issue. You can see multiple of them, whereas if you're at a lower frame rate,
but you can tell that there's like one image on screen, it maybe just makes it a little bit easier.
So maybe that's why I kind of came to that conclusion. Like, oh, I'd rather play on this setting than that one.
I would say both are obviously unideal. Right.
Between the two, you prefer the lower frame rate though, right? Um, yeah, I guess so.
I think it was like it was okay and VR would suck. Well, yeah, VR would very suck.
Can I hit three or four now? Yeah, yeah, yeah.
Yeah, three brings you back to native 30 FPS and four brings you to time work.
I think in like a competitive game, maybe four would be better. I'm not trying to like go back on what I said before.
Because like if you're getting more information sooner, that's obviously better, but it's also like not amazing.
Like if you're trying to be a sniper or something like that's not useful at all.
Well, assume for a second that you didn't have the after it.
Oh, if you didn't have the after, then yeah, I would probably want the higher frame rate, but
Okay. It's just an effect of like what's going on.
Yeah, because right now there's no like, there's nothing else happening.
There's nothing to kind of help it along. Yeah. So like there's no DLSS 3.0 or frame generation or anything like that to kind of smooth things out.
It's just doing its thing. Oh, okay. So my personal feelings are that if it was combined with something like that to smooth everything out,
it would be almost indistinguishable from having a high frame rate.
Like is that something that you would? So if you had setting four, but you had some like kind of things there to help along.
Yeah, it would probably like be indistinguishable. It would be like pretty good. I would say it feels good other than that.
I can see the ghosting. I would say it looks fine.
Okay. Now I'm not saying that's a thing that can definitely be solved.
No, but it's possible. Yeah, it's like, okay.
Yes. One of the things that I can think of that, you know, maybe for the future,
because obviously you wouldn't want to have this in like a competitive game right now,
as it is. Like if I just move forward and back from the player model, it actually feels really smooth.
Yeah. So like I would prefer that specifically, but if you go to option three,
I can tell like it's not as nice. Yeah.
It really depends, I guess, on the specific movement and like what's happening.
I don't mean to be inconclusive, but. Well, I mean, I kind of spoiled you towards the end.
Yeah, fair. But it's just interesting to me that you chose the opposite answer that everybody else did.
And I'm just trying to figure out, you know, what thought process generated that response.
And I think that, you know, it's just a valid observation,
especially if you're kind of used to doing lower end gaming.
Yeah, for a while there for sure. Like I would play pretty, pretty low end stuff.
So I was used to it. Because like a lot of the time when I was early in a PC gaming,
I wouldn't have like super amazing frame rates. Yeah.
So I actually got pretty okay at kind of figuring out where in between the frames to click.
Yeah, I feel like one of the first games I owned on the computer was actually,
I think it was Fallout, New Vegas.
And then like Dead Space and Assassin's Creed. I think it was like the first three Steam games I owned from my purchase history,
which is really funny. And like I definitely did not play those on like a nice high end system or even mid tier.
I think it was pretty low tier at that point. And I know like for sure, New Vegas, you can do the whole VAT system,
but there is some real time combat. You kind of have to get used to like frame dips.
I definitely remember that happening quite a bit. Like I went back and revisit the game years later and I was like, wow, this looks a lot better.
I think even Dead Space, I had to play on like pretty low settings to get it to be
stable, at the very least. So thinking back to those times, would you have liked the opportunity to turn this on?
Probably, yeah, I would have at least given it a shot. I don't know how if I would have stuck with it or not though.
Like if you're trying to discern a target, it makes it a little difficult, but it maybe would have felt like smoother at the time.
So, I don't know.
Okay, cool. All right, well, thank you. Yeah, awesome.
I'm Nicholas Ploove. I play a lot of games. I've helped develop some games.
I game on a high end monitor with a high end computer,
usually like as high settings as I can get away with with a reasonably high frame rate.
Okay, and I'm told that you have a display. Yeah, I do have a display.
I do in fact own a display. Okay, you own it.
You're not borrowing it. You don't rent it. Nope, didn't take it from work.
You're a display owner. I own a display. Full fledged. Okay.
So why don't we start off? Go ahead and grab the mouse and tell me how you think it feels.
Seems okay. Everything's relatively responsive.
It's actually pretty clear too. Yeah? Yeah, it seems fine.
There's like a bit of tearing going on, but...
Okay. It's not that bad. And it's mostly like object tearing, like I wouldn't say it's screen tearing.
Okay, what frame rate do you suppose it is?
At least 60, probably more like 120, 144. Okay.
As much as I have like 175 for its refresh rate display,
I don't notice much over like 144. So if it's higher than that, maybe, but...
Yeah, I mean a lot of people like, they'll just be guessing beyond 144.
Totally, yeah. Unless they're like super tuned in. Yeah.
Okay, so how well do you think you can do like a flip shot? Like sensitivity aside,
I know a lot of people have mentioned the sensitivity is a little high. Sure.
Yeah, I could. Yeah? Everything says pretty clear, like I can turn like two.
Yeah. Okay. Why don't you step aside for a sec?
And I will make some adjustments.
Or not. And we'll see what you think then.
Yeah. Yeah, you're not allowed to see that.
Good thing I noticed that.
Okay.
You may return.
Cool.
Okay. So you're back. Has anything changed with you or the game?
I'm trying to move objects around to see like how the emotion clarity is.
I want to say it's worse. Yeah. I can't. Yeah, like I'm probably wrong,
but I want to say that the objects don't look as crisp.
Okay. Like when I, when I quickly jiggle, I can see
more breaks because they're solid cubes. So it's really easy to see when the line on one edge will break.
And I feel like that's happening more now when I quickly jiggle the camera
than when I did it before. Is that like a v-sync tearing thing?
Or is it? I don't know. I don't know if it's v-sync tearing thing. I find screen tear is more like a horizontal all the way across the screen.
It's more like when you move an object quickly and there's ghosts of it for just a split second.
Oh, it's weird because it's not unlike the big blue cube. It's only on the green one and then the red one and then the smaller blue cube.
It's hard to explain. It feels slightly worse to me personally.
Okay. Is there anything else you notice about like the visual quality or the smoothness?
Oh, I would love to have them back side by side.
It feels like anti-aliasing is worse. Some of the lines, depending on where I am with the camera,
there's more stair stepping along the cubes. But I'm not sure because I wasn't really looking for aliasing in the last setting.
So it's hard for me to know whether it's better or worse, but I definitely am noticing it now that you're pointing it out.
Okay. Do you think you can still do like a flick shot pretty well?
Yeah. Yeah, it's still playable. Okay. Yeah, it's definitely still playable.
I'd still play this, but I also grew up with like a grunt playing counter strike
on pretty terrible monitors. But it seems still okay to me like any difference I'm seeing.
It's pretty, I'd say it's pretty small. Okay. What frame rate do you suppose that we're at right now?
Again, at least 60. Did you say that it seemed like it was a little bit less smooth?
Yeah, I think it's a little less smooth. So like it's at least 60, but I want to say it's lower than the like 144 that I was
thinking that it was before. What is it, Anthony?
Can you tell me yet? I can't tell you that yet. Oh my God. Okay.
Is there another step? There are more steps. Okay, let's do the next step.
You know, I got Adam's DLSS thing.
I got the ray tracing thing forever ago. I hope to see one straight.
We will see right after a word from our sponsor.
All right. What did I change?
Did I change anything? Did you change anything?
I don't know.
All right, so tell me how that feels.
I want to say it feels better. Yeah. Yeah.
But again, this is like a glasses thing. This is like one or two, one or two.
Better or worse? Better or worse, yeah. They're all pretty close to me.
I do think this feels a little better than what I was just experiencing.
Okay. The aliasing looks about just as bad, maybe actually slightly worse.
It all depends on where I've got the camera angled.
For the lines along the edges of the cubes. But I would say, yeah, I think aliasing is actually worse now.
Performance seems like about the same just in this scene.
But yeah, aliasing looks worse on the cubes. Not much, but a little bit.
Okay. Yeah. And do you think that like a flick shot would still be pretty viewable?
Oh yeah, I can still flick. Yeah. Okay. Yeah.
All right, I'll get you to stand up again.
Why don't I keep forgetting the keyboard?
See, I don't drink coffee, so this is my problem.
I'm still asleep. I drink coffee because I grew up drinking coffee.
And now I have to drink coffee. I didn't drink coffee till college.
Really? Yeah. I didn't like it. I always like bitter stuff, like dark chocolate.
So no, I thought. Until I became a smoker, I didn't like bitter stuff.
I didn't like dark chocolate. I'm okay with dark chocolate, but like I kind of prefer milk chocolate.
That's weird, David. Most smokers don't love coffee and cigarettes.
No, and now I do. Oh. But it didn't like any of that stuff until I started smoking.
And then all of a sudden, you're like, oh, it's the breakfast of champions. Copy and a cigarette, yeah.
Okay. Pop it along. So how does that feel?
Any better or worse? Something's going on on the edges.
Okay. I don't know if I just wasn't noticing that before,
but when I pan the camera now, it's like objects pop in.
Okay. Which feels awful.
Okay.
What's going on?
This is cool. It's like when you find a bug in a game and then you finally figure it out
and you start reproging over and over again. Yeah, they didn't call it properly. They're calling too aggressively.
Yeah. Yeah, there's definitely some kind of weird pop in or calling going on.
You can definitely point it out if you pan slowly too, because you'll just like see it kind of appear.
Okay. Yeah, definitely worse of an experience.
The frame rate, I'm still not sure. It's probably, I'd say it's still over 60, over maybe around 120 still, but I don't know.
I definitely noticed this though, and that's not good.
So aside from that, how do you, how well do you think you would be able to do a flick shot?
I can do it okay still, but it's not going to be great. I'm going to, I, or if I can do a flick shot still, the problem is,
I don't know if I'd notice the thing out of the corner of my eye to be able to flick to it fast enough.
It's not a, I know someone is beside me, but I don't see them.
I can flick 180. That's fine. That still works, but I don't know how well things in the corner of my eye,
on the corner of the screen that I would quickly try to flick to once I notice it.
I don't think that's going to work very well here just because of the weird pop in.
The dude's going to pop in. I'm going to try to flick and he's already going to be moving and it's going to be
adjust. Yeah. It's not going to be bad.
Do you have any idea what it is you're looking at right now? No, I have no idea.
This is cool. I don't know what you've done. I don't know if it's just like, you know, you know how there's systems where
basically whenever something's being looked at, it's being rendered, but as soon as you're looking away, it gets called or it's not,
it's just not rendered anymore. That's what this feels like, but like on a slow mode.
So instead of like having an extra few fields of a degree for the field of view on either side
to make sure you can never look too fast. It's like that's gone now and it's only processing exactly like what's in front of me.
Okay. That's what it feels like. Did you notice any of that before?
No, before I didn't. I wasn't looking for it, but this was like immediately noticed.
Yeah. Okay. If this is the worst version, it's definitely the worst.
Okay. So let me just do a quick thing here. Sure.
And let me know if it's better or worse. Okay.
That's been done. It's been done. This is significantly worse. This is like less than 30 FPS.
Okay. Or something. It's real bad. The pop-in seems to be gone, but it's also running so slowly.
Maybe I'm just not seeing the frames.
Okay. Yes, bad. Instantly bad. How well do you think you could do a flip shot?
Not well. This is hard. It's just it, not only does it take,
am I like just completely missing frames at this point? So it's not a clear transition of point A to point B,
but it feels like there's latency too. Maybe I'm crazy. Maybe that's just because the frame rate's so low
and it feels like there's latency, but it does feel like it, like if I move the mouse,
sometimes it feels like it goes slower. Sometimes it doesn't. I don't know. It's weird. It's not like a consistent input latency.
So I'm not sure about that, but no, this would be a terrible flip shot.
Okay. Yeah. All right. I'll get you to pop up one more time.
Okay.
Better or worse?
One or two? One or two?
Do I have that turned on? I can't see.
Okay.
All right.
Have a seat one more time.
Now you have the magic of the keyboard.
Okay. You may move.
Okay. The pop-in is still there.
Okay. The frame rate's back to like normal,
whatever it was before. Objects are like stuttering as I walk past them.
Okay. I don't know what's going on there. It's, but they're definitely like,
are they trying to be redrawn as I like move past them and change the camera position or something?
I don't know. This is a wild stab in the dark, but they're definitely like,
as I move forward, an object definitely like shudders and jitters around.
Okay. Which is, looks so weird. Maybe it's just the anti-aliasing on the edges,
but it's super aggressive, whatever it is. Okay. I don't like it.
Yeah. Okay. It's pretty clear if you look at the dude and you walk close to him,
he looks like he's just shaking.
He's afraid of you. Yeah. It's a pretty fun bug, but I would definitely call this a bug.
Like it doesn't, it doesn't feel or look good at all. Okay.
So I would ask, how well do you think you'd do a tracking shot like this?
I mean, I could probably still try to do it, but it's going to be a worse experience
because if objects in motion look all jittery like this, whether it's me in motion or the game being in motion,
either way, because I'm probably going to like be moving while I try to flick and then stop as soon as I'm about done.
Right. Or I'll have to like come to rest or whatever. Yeah.
I don't know. It feels bad. Okay. Yeah. Go ahead and hit the three key.
Three. Okay. That's, and now it seems worse.
Am I, I don't know, maybe I'm crazy, but the frame rate seems lower or something.
Okay. And it seems like a worse experience after hitting three, just three,
right? Not F3? Just three. Yeah. Okay.
Yeah. Okay. So how well do you think you could do a tracking shot now?
Not well. Would it be worse than before? Yeah. I could still try.
I grew up playing pretty on playing. I grew up playing on pretty garbage hardware.
On pretty garbage monitors. So I could probably still try,
but it would be much more difficult than my current, than using my current setup.
Okay. Let me, let me tell you, first of all, what the frame rates that you were looking at were.
Sure. When you first sat down, it was uncapped. Cool.
100% as fast as it goes. Cool. And this is a pretty basic scene,
and it's a 240 Hertz monitor. So it's rather 500 FPS or something. Yeah. So I'm close to that.
Okay. Like five, 800. Sure. It fluctuates. Yeah.
The second test you did was at 30 FPS.
Really? Yeah. Did not feel like 30 FPS.
Yeah. No, it was 30 FPS. Okay. The third test you did was at,
the third test that you did was at 60 FPS. Okay.
Well, where's it 60? Okay. That's weird.
Yeah. The fourth test you did was 15 FPS.
Okay. I mean, yeah, 15. Okay. Sure. Yeah.
The only thing that changed between all of those tests was the frame rate.
Really? So do you have any idea what's going on?
Right now you're at 30. It feels awful at 30.
If you hit four, it'll turn back on.
Yeah. Four. Yeah. As soon as I hit four, like if this is 30 FPS,
that's impressive. Because it feels, maybe if there were more like objects
moving in the scene, it would be more obvious to me. But I don't know.
Honestly, this seems perfectly fine and playable.
Like I would play video games of this. So that is 30 FPS.
Yeah. Do you have any idea what's going on? No. What the hell is going on?
What are you doing? Okay. Do you do VR?
Not really. Okay. I've tried it. My cousin, my cousin has an index
and I've played like the first hour of Alex.
And I've tried like AVP really quickly back like years ago.
But I don't have VR and I don't have a ton of friends who do. Or if they do, let's all put away less than time.
Okay. So what VR does when your GPU can't keep up
and it just drops frames? Yeah. It does what's called asynchronous reprojection.
Okay. And what that means is it basically cuts the
speed up into little strips. Okay. And allows those to move independently.
Okay. As long as you're moving. So basically instead of having a solid frame
that doesn't change while you're moving your head around and throwing up.
The scene will still move kind of naturally. Right.
That's this, except this is not VR.
Okay. If you hit the two key and move around,
you'll see that effect in motion.
Or I guess it's paused. Yeah, yeah, yeah. That's cool though.
Okay. So then three is off. Two is it on but like not in motion.
Yeah. Four is it like on and working properly?
Yep. Yeah. So I mean, I definitely notice some stuff now
when I'm moving around more. Like I noticed the whole pop in thing with it on
now that I've seen it. And I know what to look for. Yeah. If I move around, yeah, you can see stuff jittering
and it's not great. But like, otherwise it looks pretty impressive
considering this is like 30 FPS. Yeah, that's 30 FPS.
It feels like it's, it feels like it's a problem with the game, but not in like an unplayable way.
Like it's locked, it feels like a locked 30. Yeah. Which kind of helps as well.
Well, it's a locked 30 at three as well.
Right. But three, the asynchronous computer is what you said it is?
Asynchronous time warp. Asynchronous time warp.
Yeah. And now this is just off. And this, yeah, because this feels like trash.
Like this feels awful and I would never want to play this, but you hit four and it's like, obviously it's not perfect.
I could get a much better experience with like fancy hardware, but I mean, if you can enable this on a lower two GPU
or something, that's like pretty crazy. Yeah. And what this lets you do is it means that whenever you're like,
basically it's projecting onto a virtual monitor inside of that monitor.
Right. And it's moving a virtual head. Right. And then up, then snapping the new frame every time it comes in
to the center of the view. Yeah. That's why you get all that object to the core.
Okay. Basically what's happening is you can move the mouse
independently of the frame rate. Your input frame rate is different from the actual output frame rate.
So you still have that 100% smooth input frame rate.
So the input latency is low and you have more ability,
at least in my estimation, to like,
like you have more information as you're moving around instead of it like jerking.
Totally. Is this worse on a worse monitor?
Like you've definitely chosen one of the best monitors to kind of cut that variable out.
Yeah. But if we were gaming on this on like a 60 hertz display
with like whatever input lag and stuff. Yeah. And whatever pixel response time like,
do you think it's going to be bad at that point though? Like do you need a high end monitor to get this resolved?
I ran this on my workstation, which only has 60 hertz monitors.
Yeah. And going from 30 to 60 is totally fine.
Like we can switch the refresh rate of the monitor if you want. No, no, I believe you.
That's like it's basically, it basically lets you run at a lower frame rate,
which can either mean that you have weaker hardware or you're not drawing as much power.
Yeah. Yeah. And get that full frame rate.
You're not getting those full frames every second, but you don't, do you need them necessarily?
That's kind of the question that's being asked here. And like you can play other games that don't need
flick shots and crazy fast reaction times. You can even a platform or something,
you could probably play with this and it would like be perfectly fine.
That's cool. Maybe NVIDIA is right.
Maybe it's all software now.
I mean, part of the problem that you noticed
is that things kind of jitter around in the frame. Yeah. And the culling and the weird object pop in.
Yeah. Well, the object pop in what that is
is along the edges of the screen. Yeah. If there were nothing done, it would just be black.
Yeah. So when you move, you'd see black and it would snap back over and over again.
So it would be very much like a VR kind of experience. Right.
What it's doing is it's just stretching the colors on the edges to infinity.
If it were combined with foveated rendering, for example. Yeah.
To do a lower resolution extension of the scene. Totally.
You probably wouldn't notice any pop in at all. Probably not.
If I stopped and like looked at the edges, I might notice like, oh, that's like a lower resolution.
I can see some aliasing. You'd have to be doing it while moving. Yes.
The other thing, it may in fact be possible to combine it
with things like DLSS 3.0 or FSR 3.0 in a targeted way
that just takes the objects that are in the scene and interpolates them to prevent that kind of jitter.
Yeah. Right. Because the problem right now is that it's not rendering
the things behind certain objects. So like if you have, say, the CSGO terrorist guy.
Standing in front of one of the blocks. Yeah. And you move. The CSGO terrorist guy is blocking that shape inside the block.
So you don't get that. But if you had DLSS 3.0 or something like that to analyze the frame
and see what should be behind that. Yeah. Right. Then that could potentially fix the problem.
Super cool. Did you find that? I found it while doing research for the DLSS 3.0 video.
Yeah. Is anyone using this? Not yet. This is a demo that was put together in like a couple of hours.
Like an evening? Yeah. Yeah.
That's cool.
I never would have believed this was like 30 FPS. Yeah, I know.
Like ever. That's crazy. Yeah. And if you take the thing off the screen.
I mean, we're basically done at this point.
Yeah. It's 2930. Like it's, yep. OK.
You can adjust the settings as well if you want to. If you want to play around with it.
Even just hitting the different number keys is like, what the hell?
Eat my food. Dude's your favorite? It's also, yeah.
You know what the hell it is. Yeah.
It's also possible to turn off motion smoothing for your movement.
Oh. Which will make your movement at the frame rate, but your mouse movement at the input frame rate.
Right. Which is a completely separate experience, which is honestly really trippy.
The cool thing is you could actually like enable something like this to mess with people in a weird horror game or something.
Turn an effect like this on and have people be really confused about what's going on.
And then just hit a trigger volume and turn it off. And there's some kind of effect of a spooky thing going on or something.
Because yeah, it's weird. Because it's just weird enough that you can kind of notice it
once you start looking for it. But it's pretty good. Yeah.
Well, I mean, you can drop the frame rate down to two in this demo.
Which would, I think, work with that horror thing.
Because you'd be moving, and it's like the world around you is just kind of moving.
And then it snaps. And then it's like, holy crap. What's going on, right?
Hi, I'm Mark.
OK. That's an introduction, I guess. What do you do?
I am a video editor here at Linus Media Group.
And I used to game not very much anymore.
OK. So are you clipped into the game?
I think so. OK. Wait.
Oh, hello. Yeah, I am there.
OK. So just, oh, hang on.
I should have taken the keyboard from you in one second. OK.
Not that it really matters right now, but I should put you back in position.
Oh, yeah, OK. You never moved. OK.
OK. Sorry about that. Let's try again.
So why don't you move the mouse around?
Yes. See how it feels.
Feels about right. Feels about right.
What frame rate do you think we're at right now? Oh.
I mean, you're not much of a gamer, but you are a video editor.
More than 60. OK.
Or more than 30. No, this looks like 120.
But it does. Do you have a high refresh rate screen at home?
No, I don't. OK. I have a 5K 60 FPS screen,
and that's enough for my old eyes.
OK. What is going on with these blocks?
I can't see what you're seeing. I'm just moving the mouse back and forth.
And it's like, I have no idea.
Anyway, I don't know what I'm looking at, but it seems weird.
OK. That's maybe how it's being rendered. I don't know.
I, OK.
Well, I guess you do know something is off,
but I don't really know how to guide you in that moment.
But how long do you think you could do like a flick shot?
So like, say, quickly targeting any of the items in the screen?
Ah, probably fairly good.
OK. I mean, my experience is not necessarily with FPS.
Right. But yeah, probably. OK.
I mean, I'm not really looking for, you know, pro level gaming. Yeah.
I'm looking for, you know, what does it feel like?
It feels smooth, but choppy at the same time.
Smooth, but choppy at the same time. Interesting. OK.
Well, I'll give you a step away for a second. And I will adjust to settings.
All right.
It's not another DLSS thing, is it?
I mean, I can't tell you what it is.
OK. Just making triple sure.
All right. OK.
So how does it feel now? Is it any different? Any better or any worse?
Uh-huh.
The artifacts are less. Or more.
No, both the same. Wait, hold on.
Actually, it feels a little worse. Worse.
Yeah, maybe better. Can you kind of quantify that a little?
OK. So it does feel like there are fewer artifacts.
But also, if I go like this, it seems like more.
Or maybe it's just really hard to tell if I was moving that fast before.
What are you looking at specifically? I'm looking at the colored boxes.
And I'm moving the camera like rapidly.
And it does feel smoother, but I notice the artifacts a lot more.
That's probably the best way to put it. What artifacts are you noticing?
It's almost like the boxes are like disappearing in full-on lines.
It's not like I can tell there's something definitely going on with the frame rate.
Where are you noticing that, like on the edges of the screen and the center of the screen?
Just wherever the boxes were. So I can tell that they're not
something with the rendering of it.
OK. Yeah. But the frame rate feels like a lot smoother than before.
Like, I don't know. It's really hard. This is not the best representation.
Maybe it is a good representation, actually. Yeah.
It's different. OK. And do you think you can still do those flip shots?
Probably just as good. OK.
All right. I will get you to step away for another step. And I will make some more changes or not.
The whole thing could just be
How many times have I said that today? OK.
I guess at least six.
I like the piece of paper here concealing what's going on.
That is the answer. OK. OK. So how does it feel now?
Honestly, about the same. About the same? Yeah. Are the artifacts still there?
Yeah. Maybe less.
Actually, yeah, probably less. I still see them, though.
OK. Is there anything else you notice about the screen?
Is there like any other?
Is the resolution the same? Yes. OK.
Does it feel any different?
No. No, not really.
Like, yeah, it's basically the same as lost.
I can't really tell. OK. Yeah. Wish I could give you more than that.
No, it's OK. Do you notice any other artifacts, aside from one you've
already did at one?
That was a bad idea.
Now it's just the colored blocks. They're just being, wait, hold on.
It's OK if the answer is no. Yeah, not really. But they do seem to be drawn differently.
But instead of lines, it's parts of the top line
and parts of the bottom. But maybe that's just, maybe I just didn't notice that before.
OK. I don't know how good this feedback's going to be.
Well, I'm going to change one more thing. All right.
And I will get your opinion on that.
The Starcraft sheet didn't really benefit from that refresh rate.
No, it did not. I mean, it didn't hurt.
No.
Whoa, OK. OK, I'll take it by your reaction
that something has changed. Oh, yeah. This is like, holy crap.
It's like a fun house in here. Can you describe what you're seeing?
The top and bottom.
It like stretches everything. It's like rendering the shadows.
Like it's trying to draw. This is like AMD DLSS or something.
It must be. You think that lowly of AMD.
I mean, I like AMD, but Radeon.
Radeon is still the only external graphics card you can use in MacOS.
But you want to go back to the past now. On, yeah, OK. I know.
I understand. But, you know, that's because of ATI.
All right. And also, not even anymore because you
can't run a eGPU on M1.
You can't run an eGPU on an M1, but you can run a 6000 series GPU on Intel Mac.
Yeah. Yeah. Yeah. Oh, yeah. I'm sure you can.
Yeah. So let's get back to the basket hand here.
OK. How does it feel?
Terrible. Feels terrible? I mean, OK, it feels fine.
Like I can move the mouse and everything renders.
But at any time I, it like draws everything really,
like it takes its time in the corners for sure.
OK. Even with the, oh my God, I can see like his
shoulders stretching out to the side of the screen.
Everything. And it's very noticeable with the boxes.
OK. In the shadows. What frame rate do you think we're at right now?
Which frame rate? Yeah, what do you think our FPS is currently?
I don't know. 60, 120, somewhere in between there.
I can't really tell above 120, so.
OK. Do you think you can still do those flex shots,
even though it's distracting?
Maybe. I just would have to like tape out the corners of the screen
just so I don't see that. It's weird though, because it only does it at the corners
of the screen. Like entire things just render at the,
like completely new at the corner on the edge.
OK. I'm going to do something real quick. And let me know if it's better or worse.
Can you say that, say that. OK. OK, now look around and stuff.
Oh my God. No, this is worse. That's worse.
Is this what the frame rate was without the...
Oh boy.
That is 30. Right? You think it's 30?
Maybe less. OK.
How does it feel? Awful.
Does it feel better or worse? I can see things being drawn the same way.
I would say worse for sure.
OK. But it's less distracting in the corners.
Even though this is... I would prefer the previous experience.
OK. How long do you think you could do a flip shot like this? Oh, I couldn't.
OK. At all. And if I were to switch it back over.
This is better, but it's still not great.
OK. You should have stand up one more time. OK.
No. No.
OK. Now you have the power of the keyboard.
All right. So I can move the camera too? You can move everything.
How does that feel?
Oh.
Like, I can see it's a lot choppier than being stationary.
OK. But it's not bad. It's just not great.
You think you could do like a tracking shot? Like if you're tracking a moving object?
I could, but I wouldn't enjoy it. Oh, wow.
I can see how it renders the figure going around them.
Yeah. I don't know. I don't know about this one.
OK. It's bad, but it's also like, it depends on the game I'm playing.
Right. Go ahead and press the three key.
Now try it. Huh? Now try it. Whoa.
Oh, this is, this is about the same.
It's about the same. It's a little better, actually.
Oh, OK. I don't know. I could probably do this one.
It's choppy for sure, but it just, it renders the everything a little better.
Like the proof, if I press three again, does it turn it?
I press four. Press four. Yeah. So this almost feels like it's trying to generate some kind of motion blur or something.
I don't know. Just the way the figure is rendered.
OK. Yeah. Do you have any ideas of what's going on when you press four?
It's in putting in frames in between or something along that line.
It's rendering it differently. I have no idea. OK.
Radeon magic. Just because it has a Radeon card in it doesn't mean that that's a Radeon thing.
OK. OK. Hold on. OK.
So have you used VR before?
Like headsets? Yeah. Briefly. OK.
So what happens in VR when a frame, like when your GPU just can't output enough frames
and it like drops some? Yeah. Instead of it just like holding the frame and skipping, it does this thing called asynchronous
reprojection, which basically cuts the image up into strips and lets you continue to kind
of move and see that movement in order for you not to just like throw up.
That's what this is doing. If you press the two key and move around.
Whoa. You'll see that effect directly.
Whoa. And it's out of the hits.
It's going to say something along those lines.
Holy crap.
Yeah. That's a that's a fever dream.
Yeah. So that's basically how the frame is constructed more or less and out of strips.
And it can move those independently based on how far away they were when the frame was
generated and basically make it seem as though you have a higher frame rate than you really
do. I see. The first test that you did was completely uncapped.
It was like in the hundreds of frames per second. OK. The monitor can display 240.
Got it. The second test you did was at 30.
The third was at 60.
Yeah. The fourth was at 15.
Huh. That was the really like really distracting.
Yeah. So what's going on is as each so basically you have like a virtual head.
It's almost like you're you're watching at the movie theater.
Yeah. As you move your head each individual point on that picture is now moving along with you.
And it's it's kind of the same kind of motion that you would normally see when you move the game.
And then when the frame is finally updated it'll snap back and update to the next frame.
So as you can like as you continue along with that depending on the frame rate it can either
be really distracting like at 15 or even 30 or not so bad.
So if you had a choice and you know you played the offensive game would you like turn this on.
In VR. Well in VR it's on always.
OK. I feel like I'd have to strike a balance because there are definitely some distracting artifacts.
And I guess it would depend on the game and the circumstances but maybe.
Yeah. Don't be a coward Mark. What. Dependent answer.
Yes or no.
Yeah probably I would. OK. Yeah.
Yeah. All right. Just going back to when I was gaming on Mac and the wine skin.
Back when you were gaming on Mac.
In the in the in the old days when Macs actually had games coming out.
They have games. They mostly ported mobile games.
Which is unfortunate because it's not bad platform.
But you know it's whatever. Hey you know Mac users we like to pay to win.
All right. Thank you. All right. Hey everyone. I'm Jake. I'm one of the senior software developers in the LTD lab.
I am a competitive FPS player. I rank in top 5 to 10 percent on Apex Legends globally.
And I've been playing games since I was 7 when I beat the first Legend of Zelda.
So. OK. I have high hopes for you. I have very low expectations for myself.
OK. So why don't you grab the mouse and just give it a little bit of a shake and see how it feels.
Some tearing. Yeah. I don't think these things on.
OK. Yeah. I was going to say it doesn't feel bad.
Sensitivity is maybe slightly higher than what I normally would play at.
But you're not the only person who said that. Yeah. Yeah. I probably should just turn it down.
I mean it's not it's not terrible. There's no keyboard.
Yeah. OK. You took the keyboard.
Your pack died. My pack died. It's not. It's not actually.
Rip.
Yep. Sure is. It is dead.
Probably should have checked the battery level. Before starting.
That one's fine. Yeah. I get it. Yeah. Look at this. This one.
I mean transmitter requires a lot more power. Yeah. Yeah. Yeah.
That was almost. I mean it did hit the screen but.
Yeah.
Yeah. All right. That's what we got the recorder.
All right. All right. Where were we?
You left up my keyboard. How am I going to play with the keyboard?
I don't have the keyboard. You'll get it back later. OK. All right. For now we're just talking about the mouse.
Yeah. And you have levels right. OK good.
OK so.
What frame rate do you think we're at?
I'm going to say somewhere in the realm of.
Maybe 300. 300. Yeah. 3 360.
Definitely above 240. OK. Yeah.
The input latency is pretty low. I mean we're on a wireless mouse but.
Yeah. Well it's a light speed wireless so. Yeah.
Now how about if you could do a flip shot like this.
I'd have to adjust the mouse sensitivity. But like as far as frame rate goes.
I don't think it would have any negative impact. I think it would all be on just the mouse settings.
OK. Yeah. I'll teach you to get up for a second. Sure. And I'll make some adjustments.
All right. I will not be adjusting the sensitivity because I'm sorry.
No that's fine. Empirical testing.
We should keep everything the same for everyone. Yes.
But yeah you're not the only person who said that it's it's quite high.
I generally play with a high sensitivity. But I think that's just like.
Just slightly like maybe five percent seven percent.
I would normally play at. OK. All right. All right.
Get you to have a seat.
How does it feel now. Has anything changed.
Not perceptibly. Like I'm looking at it.
I can't tell if the frame rate is slightly lower.
OK. It's it's small enough that I don't think really most people would notice it.
If if I didn't if I hadn't just experienced the previous settings.
If there was a change like I feel like now I'm I'm like looking for it.
OK. So. So you think you can still do a flip shop just the same.
Probably. Yeah. Yeah I would say so.
OK. I think it's still within that that. Yeah.
If you had to put a number on it what frame rate do you think we're running at right now.
That's tough to say. Once you hit a certain frame rate it like just looking around.
Doesn't tend to give you a lot to go on.
I'd say we're we're still above 240.
OK. Yeah. Is what I would I would estimate based on this.
Any other observations so far. The terry was really bad.
Like a lot of a lot of ghosting especially just against the skybox.
Yeah. Yeah. That's a funny little design right now.
It has to be on chain.
Yeah. Yeah. So I need you to get up for a sec.
Yeah.
And I'll pretend to make some settings changes.
I just know at one point I'm going to mess one of these up. And it's going to be terrible.
Define terrible.
We'll define terrible later. Don't be worried.
All right. How does it feel now.
I feel like a framerate. It's tough.
You know what. I don't know if there is a difference here.
OK.
So nothing seems different at all.
It's so hard to know if if I'm thinking I'm seeing something because I'm looking for it
or if there actually is something different. Like just checking some flicks.
I don't really notice a huge difference.
Did you notice a huge difference in the previous one either.
No it seemed to be pretty incremental. Like I haven't seen anything that would be crazy different.
I'd be interested in going back to the original settings from this and seeing if I can tell.
But yeah yeah I mean very similar levels of ghosting.
It's very smooth. So part of the issue is that if you have a very stable frame rate you're not going to notice
it being lower to the same degrees if you have an unstable frame rate.
So if it's lock solid at you know 240 it's not going to be a major difference between that and
say 200 or 180.
You're not going to notice that. Your body is going to adapt to it really quickly like within two seconds.
So it's not like going from like I don't know 240 to 60.
No yeah yeah.
Yeah a little more ghosting.
Which. Which.
Yeah yeah I.
I would say. I think this is the lowest of the three so far.
Okay. And why yes. You had to put a number on it what would you say.
Maybe something closer to 144 165.
Somewhere ballpark around there. It definitely it definitely feels higher than 60.
Okay. Yeah. Okay.
I'll make the change and.
Yeah fan yeah. Oh my god it's like it's media group.
Oh wait hang on.
Yeah. Did I. Did I mess this up.
Is this not working. No it's.
Okay. See even I even I don't know.
The one setting things up. I'm the one setting things up.
It says that it's great but I can't tell.
All right. I'll wait for David to come back. Yeah.
Yeah.
Editor just letting you know David is currently answering the door.
I don't know. Who is at the door but they were very insistent.
So.
All right.
Okay. All right. Okay. Editor we're back.
Okay. Okay. How does it feel now.
Oh I'm getting a lot of flicker on the sides like crazy distortion and that's not even just flicker.
It's like some of the polygons get stuck like in the rendering that I don't even know if that's normal.
In fact it it doesn't even look like a frame rate issue.
Do you want to do you want to take a look at it. Have you seen it. Okay.
Yeah you've you've you've seen what I'm talking about. Yeah I have. Yes.
That is incredibly annoying.
I would not want to play like that.
What frame rate do you think we're at right now.
It's so hard to just to look. I really wish I had like the keyboard to move around.
I would say we're probably in an unstable frame rate somewhere around like 50.
50. Yeah. Okay. It's that's tough.
How how long do you think you could do a click shot.
Honestly this is probably the most difficult to to do a flick shot in this just based on
the warping for lack of a better term or on the outside.
It's really distracting and making sure that you're like if I'm setting a target and then
snapping over it really blurs the line as to where that target is just what it's doing to the peripherals.
I would say like maybe a 5050 shot.
Okay. Yeah. I'm going to go ahead and make a little change here.
Cool. Let me know if you think this is better or worse. Oh you're you're changing from there.
Okay I don't need to get up. Okay. Oh oh no no that is worse.
That's in the realm of what 17 16 FPS.
Okay. Oh maybe maybe maybe 15.
Okay. Yeah.
Yeah that's bad. How well do you think you can do a click shot now?
Slightly worse than how it was before. It would be worse.
But because I'm not getting that that like stretching of the image on the peripheral I
think it would be that would counteract the low frame rate a little bit.
I've played really bad frame rates before. Right.
It's not fun but you you can get used to it.
I'd say like a 30 chance of hitting one.
Okay. Yeah. So you would prefer it to switch it back over?
You prefer it like that? Sadly yes. Okay.
Sadly yes. Me either is good. But one can be slightly better than the other.
Okay I'll take you to step away for a second. I'll do one last little adjustment here.
And I'll also order my food. You're not already good already?
I didn't order it already now.
Uh okay. That's what I find out of a dupe and this has been 60 FPS the whole time.
Things have been changing in South placebo. Yeah all in your head.
All right. So you get the keyboard this time? I don't I don't have the mental fortitude to deal with those kind of jokes you guys.
All right. Oh yeah that's no bueno.
Yeah. Yeah a lot of jitter on the outside of the models when moving back and like forward and back.
Yeah.
Is this like...
What do you think the frame rate is right now?
Um 40. 40? Yeah around 40.
Okay. Go ahead and hit three.
Okay. Oof.
That's looking closer to like...
22. 20. So what you're looking at right now is 30.
In what world is this 30? It's 30.
Oh that's bad.
But it was also 30 before you hit three. Okay interesting.
So hit four again which is worth the smoothing.
The three three would be worse. I would I would deal with the slight movement.
It would make it a little bit harder to hit shots if like at medium range.
But I would rather that and have the smoother camera to be able to look around.
Whereas yeah.
So do you have any idea of what's going on here?
So one of the things that I'm noticing is that the camera is it to do with
hardware pointer control with regards to the camera and the rendering?
Sort of. Okay. Sort of. It's it's kind of what it's doing.
Do you play VR? No. See I don't.
Okay. I have a couple quest twos. I don't use them. My wife does.
So what VR does is when a GPU whatever it is drops a frame.
Yeah. It'll do a reprojection of the previous frame. Yeah.
And it'll give you like strips of that frame that it can kind of move in relation to where you're moving.
Yeah. So you don't like throw up. Yeah.
That's what's going on here. Hit the two key and move around.
You'll see that actually happening.
Okay. So what it's doing is it's snapping every frame that actually gets generated is snapped to the center of the screen.
And then as you move around it's moving that virtual around.
Gotcha. So in order to and that's why it's affecting the peripheral because in VR your focus is forward.
So you can handle less detail around the peripheral.
So what it's doing in the periphery right now is just stretching the colors on the edge to infinity.
Yeah. If it were to do full speed rendering where it would do a low resolution around the edge.
I'm pretty sure it would be mostly unnoticeable.
Yeah. So just for your information.
Yeah. The first test we did was uncapped.
Okay. Nothing was nothing was changed. It was just raw rendering.
Yeah. Second was 30 FPS.
Third was 60 FPS. Interesting.
Fourth was 15. Okay. So fourth was yeah.
Yeah. And then when you were moving around actually right now it's at 30.
Yeah. Interesting. Yeah. Yeah.
It goes to show how frame like frame rate and perception are so heavily tied together.
Like looking at that you would never have guessed that it was it was at 30 before.
Yeah. So like if you had for example a machine that can only do 60 but you kind of monitor it
if you do 40 like would you turn this on? Oh yeah. Oh definitely.
I would. I think it'll also come down to the types of games you play.
Yeah. But I mean if you're talking about like a shooter.
Yeah. I would probably say having that turned on would be better.
It's interesting like especially so the first first test that was
uncapped do you know what it was rendering at? Something like many hundreds.
Okay. Yeah. The monitor is 240. It is 240. Okay.
Yeah. It's a really smooth panel for 240. Yeah. It's not bad. I've got a 360 at home.
Yeah. And I play 300 FPS capped by the game engine for Apex.
So but yeah. No. Yeah. It's nice to explain.
Big fluctuates between like six and seven maybe 800 FPS.
Yeah. That is. Yeah. If you four and you turn it back on if you get three it'll turn it off and just do a frame rate cap.
And if you get one it'll uncap it.
Yeah. Okay. So I can see with four a little bit of that peripheral pulling.
Yeah. Because it's only updating at 30 FPS right now.
Yeah. I think the slider for this demo goes up to 200.
Okay. Which I mean would basically keep the purpose. Yeah. But 120 for example if you could do 120 then you basically get the 240 for free.
Yeah. No that's that's interesting.
The I'm impressed.
I gotta say I would never have guessed that the the frame rate was that low.
Yeah. So yeah that's cool tech.
So is it built that's built into the game then. This demo.
Yeah. It's not built in any games as far as I know of yet.
This was something that was just thought of.
Okay. And implemented. It was too good to spill it actually.
Okay. Yeah. Had the idea. And then a guy by the name of what would they go by Comrade Stinger.
Okay. Built this in like a couple of hours. Yeah.
And this is the result and I think it was a mildly successful demo in my opinion.
Yeah. No very very successful.
You want to send me the github. Yeah. Actually he does have it.
Awesome. Yeah. It's it's social source. I would be very very interested in digging through this.
Yeah. It's on Google Drive but it's the source. Cool. Yeah.
Awesome. It's as implemented it's just going by the frame rate half.
Yeah. That's why I'm using a bigger GPU that I really kind of need to for here.
But implemented into a game like it is in VR would be as you expect.
Yeah. Yeah. Other than the the just pulling on the peripheral when moving.
That's the only downside that I can see like obviously if you've got a GPU that
can push the frames you need you wouldn't bother. Yeah.
But yeah if you've got a lower end GPU or an older GPU say you're you're still rocking
like a 1070 or something and you want to be able to push higher frame rate.
Yeah. I would say that that would be a very reasonable compromise.
Cool. Yeah. Thank you. Awesome. No worries guys.