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Cake day: June 30th, 2023

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  • Your understanding of frame generation is incorrect.

    Again let’s say a huge absurdly low FPS and a big frame window for example. 10ms between frames.

    If your frame windows is 10ms. Frame 1 at 0ms and Frame 2 at 10ms. Frame generation is not just interpolation. That is what your new TV does when you activate motion smoothing and soap opera mode. This is not what framegen is, at all.

    In frame generation the frame generation engine (driver or program) stores a motion vector array. This determines the trend line of how pixels are likely to change. In our example, the motion vectors for the ball indicate large motion in a diagonal direction let’s say, and the overall frame indicates low or no motion due to the user not swinging the camera wildly. The frame generation then uses frame 1 to make an estimate of a frame 1.5, and the ball does actually move in the image thanks to motion vector analysis. The ball moves independently of the scene itself due to the change in user camera, so the user can see the ball itself moving against the background.

    So, in frame 1.5, the ball you are seeing, as well as the scene, have actually moved. Now, the user can see this motion, and lets say they didn’t notice it in frame 1. This means frame 1.5 is a chance for them to react! And their inputs go through sooner, reducing true latency by allowing them to react to in-game stimus faster. Yes, even if the frame is “faked”

    In reprojection, at frame 1.5RP, again crucially there is not any new scene data. Reprojection is not using motion vectors it’s using the camera and geometry only. If the user isn’t moving the POV at all for example then the reprojection just puts the frame where it already was and the user waits the full 10ms before the ball appears to move. Even if the camera is moving, reprojection is going to adjust the scene angle relative to camera, the ball is not going to move within the overall scene. Again, consider if the ball is flying left, and the user walking left. The reprojection cannot move the ball left. If anything, if the reprojection is put on the existing scene geometry, the opposite would occur and the ball may even appear to move right or slow down due to paralax.

    Reprojection uses old frame data and moves it like flat cards in 3d space, so the frame of the ball in scene the ball stays in position till frame 2. And can only be affect by camera motion that drives reprojection, not other rendering data. And what the user sees of the ball wouldn’t change until 10ms later. Only the overall flat scene can reprojection, so the user tilting the camera or swinging it can feel instantly responsive. But till the next render pass, the real motion data, delivered either via motion vector or frame 2, doesn’t his them in a reprojection on 1.5.

    So again, your understanding of current frame gen is wildly incorrect. And what you are describing for reprojection getting better is essentially to add reprojection to framegen. And use motion vectors to render the new portion of the frame, and use the projection to adjust overall pov based on camera input. Which again, works well. Adding reprojection and Framegen together is not a bad idea. And reprojection is great for reducing perceived latency (why it is essential for avoiding motion sickness in VR). These are two techniques solving different forms of latency issues. Combined they offer far more.


  • Frame reprojection lacks motion data. It is in the title. It is reprojecting the last frame. Frame generation uses the interval between real frames, feeds in vector data, and estimates movement.

    If I am trying to follow a ball going across the screen, not moving my mouse, reprojection is flat out worse. Because it is reprojecting the last frame, where nothing moved. Frame 1, Frame 1RP , then Frame 2. 1 and 1RP would have the ball in the exact same place. If I move my viewpoint, then the perspective will feel correct, viewport edges will blur and the reprojection will map to perspective which feels better for head tracking in VR. But for information delivery it is no new data, not even a guess. It’s still the same frame, just in a different point in space. Not till the next real frame comes in.

    With frame generation, if I am watching this ball again, now it looks more like Frame 1 (Real), Frame 1G (estimate), Frame 2 (real) Now frame 1 and frame 1G have different data, and 1G is built on vector data between frames. Not 100% but it’s a educated guess where the ball is going between frame 1 and frame 2. If I move my viewpoint, it is not as responsive feeling as reprojection, but it the gained fake middle frame helps with motion tracking in action.

    The real answer is to use frame generation with low-latency configurations, and also enable reprojection in the game engine if possible. Then you have the best of both worlds. For VR, the headset is the viewport, so it’s handled at a driver level. But for games, the viewport is a detached virtual camera, so the gamedev has to expose this and setup reprojection, or Nvidia and AMD need to build some kind of DLSS/FSR like hook for devs to utilize.

    But if you could do both at once, that would be very cool. You would get the most responsive feel in terms of lag between input and action on screen, while also getting motion updates faster than a full render pass. So yes, Intel’s solution is a set in that direction. But ASW is not in itself a solution, especially for high motion scenes with lost of graphics. There is a reason the demo engine in the LTT video was extremely basic. If you overloaded that with particle effects and heavy rendering like you see in high end titles, then the smearing from reprojection would look awful without rules and bounding on it.



  • This is a hilariously bad take for anything not VR. async warping causes frame smearing on detail that is really noticable when the screens aren’t so close your peripheral blind spots make up for it.

    Its an excellent tool in the toolbox but to pretend that async reprojection “solved” this kind of means you don’t understand the problem itself…

    Edit: also the LTT video is very cool as a proof of concept, but absolutely demonstrates my point regarding smearing. There are also many, MANY cases where a clean frame with legible information would be preferable to a less latent smeared frame.



  • Building on this, and not being too hyperbolic about “realism”: he’s wearing a full body set of reinforced armor, that is almost certainly going to assist in compressing the wound and his injury buying a massive amount of of time to start with. Assuming for 5 seconds he slaps some quick clot into the hole one he get in The Bat, or before, then bleeding out wouldn’t be a main concern, notright away. Organ damage is his biggest risk, and if he avoided a direct stab into a kidney or something (the armor has gaps but still covers vitals), he could live if he’s lucky with some back alley sutures to his intenstine, etc.

    So, him living isn’t the most insane thing to consider given his known resources and what he could likely have done in a few moments off screen. And over-explaining it in the moment would’ve killed the pacing of the film.




  • Flipside of this coin: this results in repair monopolies because users cannot repair their own vehicles and equipment and manufactures use this exact excuse to claim they HAVE to run a monopoly cause the EPA. Literally John Deere has said this.

    In truth, illegal vehicle mods have been and will always be a thing. Manufacturers should still provide all the tools to users to repair, and emissions checks on trucks will have to be smarter to catch cheaters. Make the penalty for a deliberate violation (willful not accidental) so egregious that no one would consider it, even if it saved 50k+ per truck.


  • Easily. Read my other comment, but this would pay for itself in a single afternoon if you didn’t maintain your vehicle and would otherwise get shutdown due to an exhaust failure.

    Or if you drive a truck in stop and go traffic, and the filters clogged up early, causing you to delay and let the exhaist system do a cleaning cycle (take 1hr, requires engine running and high throttle.) Etc etc.


  • ocassionallyaduck@lemmy.worldtoNews@lemmy.world*Permanently Deleted*
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    2 months ago

    When you run out of DEF or the DPF is clogged, you can’t run your truck for more than a brief while. You get half output in a limp-mode to go refill your DEF or have the DPF serviced. DEF is the reactant for the exhaust that makes diesel burn cleaner, but means modern trucks have 2 tanks now. Users hate it, but it cuts emissions massively. Also adds a few grand to the vehicle exhaust system in hardware and sensors and control units. Anyways:

    Time = money.

    For a commercial or even semi private vehicle if you bypass even one indicent of downtime by doing this is paid for itself.

    That said, the DPF is a filter, and can physically clog and cause an exhaust fire if there is no monitoring software. I hope at least this guy had it wait till it was almost critical and then stop, not entirely disable the stop signal. Otherwise there is a serious risk to the vehicle and passengers.


  • My guy, the line is a status symbol one earn by paying bonuses up front or letting their company pay.

    There is no greater good here. Line cutters aren’t somehow immoral.

    If everyone boarded in logical patterns of staggered odd window even window odd middle even middle odd aisle even aisle boarding, with no pairs or groups allowed, you’d be on to something.

    But it falls apart the moment you look at how it’s actually done. Status and rewards, and seat class, then whatever is left. Cutting in line because you didn’t spring for an $80 seat upgrade that amounts to “better” padding in the headrest and 1 extra inch in your legroom is insane.