• Fisch@lemmy.ml
    link
    fedilink
    arrow-up
    12
    ·
    1 year ago

    What I’m really excited for is being able to play games that are locked to 60 fps (like on emulators) at 120 fps, since I have a 144 hz monitor

    • Lupec@lemm.ee
      link
      fedilink
      arrow-up
      6
      ·
      edit-2
      1 year ago

      I thought emulators usually didn’t have access to the motion vectors you need to implement stuff like this or DLSS? I seem to recall hearing about it at some point.
      If that’s indeed the case, it’s probably not happening anytime soon because the article mentions FSR3 needs a FSR2 base to work with.

      • Dudewitbow@lemmy.ml
        link
        fedilink
        arrow-up
        6
        ·
        1 year ago

        I dont believe fluid frames reuires motion vectors as a hard requirement, else the driver level option where you force a game to use the function would never work (which is a feature).

        However so far, fluid frames is only available on DX11 and DX12 titles, so many emulators would not have acess to the option. Switch emulation, and PS3 emulation which would need it the most, dont use directx

        • ono@lemmy.ca
          link
          fedilink
          English
          arrow-up
          3
          ·
          1 year ago

          so far, fluid frames is only available on DX11 and DX12 titles

          Given how similar Vulkan is to Direct3D 12, it seems likely to be supported before long.

          • Dudewitbow@lemmy.ml
            link
            fedilink
            arrow-up
            3
            ·
            edit-2
            1 year ago

            I think the flags exist, its just not implemented yet as AMD is being pushed to get it out sooner than later due to the long delays. But in a state where it isnt an abysmal feature (e.g DLSS 1.0)

        • Lupec@lemm.ee
          link
          fedilink
          arrow-up
          1
          ·
          1 year ago

          Ah, fair. I forgot that driver level option was a thing. Hopefully they manage to make it work with Vulkan eventually.

      • Fisch@lemmy.ml
        link
        fedilink
        arrow-up
        3
        ·
        1 year ago

        Emulators translate the shaders and then render it the same way every other game does, so they do have access to the motion vectors

        • Lupec@lemm.ee
          link
          fedilink
          arrow-up
          2
          ·
          edit-2
          1 year ago

          I looked it up properly and I think takes such as this one, by the yuzu dev team, are what I was thinking of. Meaning, sure, some representation of the info is always available somewhere technically but it’s not usually usable information.
          That all said, I’m sure better heuristics and techniques will become available so here’s hoping it gets easier in the future!

          • Fisch@lemmy.ml
            link
            fedilink
            arrow-up
            1
            ·
            1 year ago

            Would probably be possible on a game by game basis tho which would be a lot of work but technically possible