2 ms·
Fake frames have a big latency penalty, because you can't generate a frame between X and Y until you have Y. At the point that you have generated frame Y, howev
by toast0 1y ago
Fake frames have a big latency penalty, because you can't generate a frame between X and Y until you have Y. At the point that you have generated frame Y, however many frames you insert give you that much additional latency, beyond whatever your display adds.
I guess I can see some utility in situations where latency is not a major factor, but IMHO, that pushes out most gaming.
- jhanschoo 1y agoI believe DLSS frame gen predicts future frames (X_1, X_2, X_3) given (X_0, X_-1, X_-2, ...), without waiting for X_4. At least that's the impression I get from their marketing.
- ThatPlayer 1y agoNvidia Reflex 2 does that with async frame warp (that has been used in VR for a while now), but it's separate from DLSS, and is not supported in many games.
- rcxdude 1y agoYeah, but there's still a latency penalty, because X_1, X_2, X_3 won't respond to player input, so your effective latency is still that of your 'real' FPS, and that's lower than without because the frame gen takes a good fraction of GPU resources.
- nh23423fefe 1y agoThis is where you get to pretend your losses are nvidia's fault.