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Wow, didn't expect to get so many comments. It's just interesting to me that we have 500hz monitors, yet games are still coming out that only run at ~70 fps on
by radium3d 3y ago
Wow, didn't expect to get so many comments. It's just interesting to me that we have 500hz monitors, yet games are still coming out that only run at ~70 fps on a 3080, etc. I used CS:GO as a comparison just because it was an example capable of coming near 500 FPS. Avg FPS are not going up fast enough in my opinion. I understand some games purposefully limit FPS for physics calculations, but there are many that do not.
- Cloudef 3y agoAlso note that FPS is non-linear value, you want to compare frame times instead.
- KronisLV 3y ago> Avg FPS are not going up fast enough in my opinion. I've never had hardware to run above 1080p at 60fps (monitors, GPUs), so my desires are a bit orthogonal - I wish more games let you customize the graphics settings so that you could maintain a consistent framerate (be it 30 on a low spec laptop, 60 on a regular PC or more fps) at a resolution of your choice. Things like switching between baked or dynamic shadows, their type/filtering, things like ambient occlusion and tessellation, various post processing effects and filters, model LOD limits and texture resoltion, resolution scaling and so on. More so, it would actually be nice if games let you download a version with lower fidelity assets (like War Thunder sort of does, for example), so you don't need 100 GB of models and textures if you're realistically only ever going to see 20 GB of those on your hardware. Thankfully, most modern game engines scale both up and down decently, for example, Unity's URP (though historically a bit half baked and fragmented the community/assets). It's just up to the developers to get over the hubris of wanting "low" settings to still be pretty, that choice should be up to the user.
- Night_Thastus 3y ago>There’s a good reason to never go above 70fps: human perception experts tend to agree that our visual system gives us quickly diminishing returns above 60fps, we can’t really see things any faster than that No. Please don't spread this nonsense rumor. It hasn't ever been true and still isn't. There are always diminishing returns, but human vision is perfectly capable of noticing the difference between 60 and say, 120. You can literally try this yourself just moving your mouse around on a 120Hz monitor and then capping the refresh rate. In general human vision is really complicated and not tied to any specific "speed". Also, displays are more complicated. There isn't just a refresh rate, there's differing pixel responses at differing brightness and a variety of different processing delays all the way from the moment you put in some hardware input (like the mouse), to the final result. It's a huge chain. The end result is that two 120hz displays can behave completely differently in terms of motion clarity.
- paulmd 3y agoWe are pretty quickly approaching the point where a "frame scanout" is going to lose meaning. Areas of the image will be rendered and scanned out optimally ala "foveated rendering" and also sent over the pipe in this fashion too. TAA fundamentally decouples the sample generation from the output generation. TAA samples (even native res) have no direct correspondence to the output grid, they are subpixel sampled and jittered. The output grid takes the samples nearby and uses them to generate an output for each pixel. TAAU/DLSS2 take this further and decouple the input grid from the output grid resolutions entirely. So now you have a 720p grid feeding a 1080p grid or whatever. Thinking of it as "input/output frames" is clunky especially when (again) the input frame doesn't even correspond directly to the input samples - they're still jittered etc. Think of it as a 720p grid overlaid over a 1080p grid, and DLSS is the transform function between these two (real/continuous) spaces. Samples are randomly (or purposefully) thrown onto that grid. OLEDs are functionally capable of individual pixel addressing if we wanted to. Current ones probably can scan out lines in non-linear order already, so you could scan out the center more than the top/bottom, for example. And OLEDs are already capable of effectively >1000hz real-world response time from their pixels. They just are absolutely critically bottlenecked by the ability to shove pixels through the link and monitor controller quickly enough (give me 540p 2000hz mode, you cowards) This all leads to a question of why you are still sampling and transmitting the image uniformly. If there's parts of the image that are moving faster, render those areas faster, and with more samples! Maybe you render the sword moving at 200fps but the clouds only render at 8fps. And Optical Flow Accelerator can also allow you to identify movement within the raster output and correlate this with input - if you think about oculus framewarp, what happens if we framewarped just one object? Translate it around against the background, stretch it to simulate some motion aspect, etc. And if you further refine that to a 1x1 region, then you have individual pixel framewarp. You can also have a neural net which suggests which regions are best to render next, for "optimal" total-image quality after the upscaling/framewarp stages, based on object motion across the frame and knowledge of the temporal buffer history depth in a particular pixel/region (and this is the sort of abstract, difficult optimization problem ML is great at). And those pixels actually might be rendered at multiple resolutions in the same frame - there might be "canary pixels" rendered at low resolution that check whether an area has changed at all, before you bother slapping a bunch of samples into it, or you might render superfine samples around a high-motion/high-temporal-frequency area (fences!). So now you have "profile guided rendering" based on DLSS metrics/OFA analysis of the actual scene being rendered right now. Another random benefit is that "missed frames" lose all meaning. The input side just continues generating input for as long as possible, as many samples at whatever places will be most efficient. If it's not fully done generating input samples when it comes time to start generating output... oh well, some cloud has less temporal history/fewer samples. But DLSS does fine with that! As long as you still have some history for that region you will get some output, and I'm sure if it was important then it'll be first thing scheduled in the next frame. You can use this idiom with traditional scanout/raster-line monitors, but ideally to take advantage of OLED's ability to draw specific pixels, you probably end up with something that looks a lot like a realtime video codec - you're sending macroblocks/coding tree units that target a specific region of the image with updates. Or you use something like Delta Compression encoding, like with lossless texture compression. https://en.wikipedia.org/wiki/Coding_tree_unit https://en.wikipedia.org/wiki/Coding_tree_unit This already is sort of what Display Stream Compression is doing, but that's just runlength encoding, and if the monitor can draw arbitrary pixels at will (rather than being limited to lines) then you can do better. And again, you can't transmit the whole image at 1000fps, but you can target the "minimum error approximation" so that on the whole the image is as correct as possible, considering both high-motion and low-motion areas. This is sort of an example of the concept - notice the scanline errors in high-motion areas. Great demo but linked to the direct example: https://youtu.be/MWdG413nNkI?t=176 https://youtu.be/MWdG413nNkI?t=176 https://trixter.oldskool.org/2014/06/20/8088-domination-post-mortem-conclusion/ https://trixter.oldskool.org/2014/06/20/8088-domination-post... This also raises the extremely cursed idea of "compiled sprites" inside the monitor controller - instead of just running a codec, you could put a processor on the other side (like the G-Sync FPGA module) and what you send is actually the program that draws the video you want. Executable Stream Compression, if you will. ;) (but there's no reason you couldn't put THUMB or RISC-V style compressed instructions in this - and you certainly could change up the processor architecture however you want, as long as you don't mind doing a Gsync-like compatibility story. It makes upgrading capabilities a lot easier if you control both ends of the pipe, that's why NVIDIA did g-sync in the first place! And there is probably nothing more flexible or powerful than allowing arbitrary instruction streams to operate on the framebuffer (or a history buffer, whether frame history or macroblock/instruction history) or to draw directly to the frame itself. With the bottlenecks that DP2.0 and HDMI2.1 present, this is probably the way forward if you want lots more bandwidth out of a given link speed.) I said a long time ago that this is basically a "JIT/runtime" sort of approach and people kinda laughed or said they didn't get it. But it's funny that trixter actually used the same analogy there for his demo. But basically DLSS is an engine unto itself already, DLSS is what does the rasterizing, and the engine just feeds samples (that are entirely disconnected from the output, they go into the black box and that's the end of it). And with fractional rendering you can basically view that as a big JIT/runtime. DLSS provides quality-of-service to pixels by choosing which ones to schedule for "execution" and with what time quanta, to produce optimal image quality ("total QOS") over the whole image. And then the resulting macroblocks are individually sent over when ready. Effectively this works like the biological eye - there is no "frame", changes happen dynamically across the whole frame constantly. Or another analogy would be "what if we could 'chase the beam' but across arbitrary pixels in the frame"? If the motion is predictable then you can schedule the rendering so that the output and blit happens at the exact proper time, down to 0.1ms accuracy. It's Reflex for Pixels. DLSS knows when a person is running and about to peek out from behind a wall. DLSS knows when someone was sitting there and can render the lowest-latency-possible update when they suddenly pop out of cover and AWP you (can't read minds/make network latency disappear, but it can update it as quick as it can). That already shakes out of the motion vector data and just needs to be generalized to a world where you can render out specific regions/lines at 1000hz. (I guess technically "frame" still exists as a notional concept inside the game loop, you are generating game state in 60fps intervals or whatever, but rendering is totally decoupled from that and you run the GPU on whatever parts of the image would benefit the most from touchups at a particular moment.) But again you can see how this whole idea fundamentally inverts control of the game engine - Reflex already tells the game when to sleep and when to start processing the next game-loop, now DLSS will tell the engine what pixels it wants sampled, and handles rasterizing the samples and compressing/blitting them to the monitor. The engine is just providing some "ground truth" visual input samples and calling hooks in DLSS. (sorry, long post, but I've been musing about this elsewhere and I looooove to chitchat lol)
- dahart 3y ago> It’s just interesting to me that we have 500hz monitors, yet games are still coming out that only run at ~70fps on a 3080, etc. Of course new games are running at 70 fps. Most games are absolutely not designed for 500hz, and have zero reason to do that. Cs:go wan’t designed for 500fps, I bet the designers of cs:go never intended people to play at 500fps, or even imagined that would ever happen; it wasn’t possible when the game came out. There’s a good reason to never go above 70fps: human perception experts tend to agree that our visual system gives us quickly diminishing returns above 60fps, we can’t really see things any faster than that, so I’m quite skeptical that 500fps is necessary. The whole reason 500fps is useful for competitive esports gaming is to reduce latency, not really to keep increasing frame rates forever. Because games are triple-buffering and sometimes monitors are too, and there’s another frame of latency for controller inputs to be recognized, you might still have 10ms or more of latency between controller input and changes on-screen, even if your game is rendering at 500hz. This means you could get away with 100fps if you had zero latency. When your fps is 60hz and there’s 5 frames of latency, you don’t see responses to your controller until almost 100ms later(!). It’s been about a decade since I was a game dev, but it’s wild to me that anyone would want 500 fps, or that any games would aim for that. This gives you a grand total of 2 milliseconds do to everything, gameplay + animation + physics + audio + rendering. It’s not a lot of time, and you have to compromise your visuals and rendering (by 10x!) in order to achieve that frame rate. Looks like a lot of new gaming monitors are 144hz, and these new 240/360/480hz monitors are pretty extreme and still a bit rare. > I understand that some games purposefully limit FPS for physics calculations, but there are many that do not. FWIW, this isn’t the way I’d frame it, it’s kinda misleading. Very few games are purposefully limiting FPS for the sake of slowing it down. All games, however, have a budget. There are always limited compute & render resources, and both game devs and players want the highest quality available for their budget. Until very recently most games aimed for 30fps, and only really fast twitchy games went for a relatively very smooth 60fps. The games that went for 60 had to cut their polygon counts and physics and gameplay in half in order to achieve high frame rate, so you are totally trading away a richer experience in favor of high frame rates. Only certain kinds of games should even try to do that.
- Mawr 3y agoLooks like you were specifically a console game dev? PC games have not aimed for 30fps either ever or at least for the last 2 decades. Consoles are hilariously far behind PC in this aspect. The whole "science says the human eye cannot see beyond 30fps :)" is actually a very old meme at this point. You are correct that high FPS/Hz is about decreasing latency, but you underestimate the importance of it. 144hz is a very clear improvement over 60hz and the PC ecosystem is going to move over to it as a new standard relatively soon. You don't need to be playing a hyper-competitive FPS to notice it either, any game with significant movement will do. > Because games are triple-buffering and sometimes monitors are too, and there’s another frame of latency for controller inputs to be recognized, you might still have 10ms or more of latency between controller input and changes on-screen, even if your game is rendering at 500hz. This means you could get away with 100fps if you had zero latency. When your fps is 60hz and there’s 5 frames of latency, you don’t see responses to your controller until almost 100ms later(!). You're assuming VSync or something. There's no guarantee that the input will line up with the next frame, so an input latency of 10ms while running at 100 fps equals a worst-case latency of roughly 20ms, not 10ms. That's why the higher fps & hz numbers really matter.
- Mawr 3y ago> games are still coming out that only run at ~70 fps on a 3080, etc. Graphical fidelity in games improves until it maxes out current hardware. This is natural. You can always turn the settings down to get higher FPS, but you can't turn down the high FPS you get in older games into more modern graphics. > Avg FPS are not going up fast enough in my opinion. FPS isn't the one and only metric. Audiences generally care more about graphical fidelity. FPS just has to be good enough and stable. Typically that sweet spot is 60fps, though we're slowly moving to 144fps being the standard.