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Design Question about frame-gen decisions.

Open bruh-source opened this issue 1 year ago • 0 comments

Thank you for open sourcing your frame interp solution and allowing us to learn from it! Massive engineering effort and huge success from what we can see so far. :)

I'd love to learn a bit more about the design decisions behind it, if you (the deveolopers behind it) are at liberty to talk about it.

When designing FSR3, I'm sure you also considered doing something similar to Asynchronous Reprojection as it's done in VR devices, but you opted for frame interpolation between two fully rendered frames instead. What were the design considerations and tradeoffs that lead to this decision? From what I understand, for Async Reprojection / Spacewarp as it's done on VR headsets, you need the information of how far the camera travels in the virtual world in between two frames. Is this something that the game can expose to FSR? Would there be a latency upside? Would there be large issues in games where you have fast camera movements and the perspective correction couldn't keep up?

Long-Term, are you exploring reprojection-based interpolation for a desktop usecase or is that idea off the table?

Thanks, and props on the release!

bruh-source avatar Dec 14 '23 15:12 bruh-source