Artifactless AI-Based Interpolation

Discussion about 120fps HFR as well as future Ultra HFR (240fps, 480fps and 1000fps) playing back in real time on high refresh rate displays. See Ultra HFR HOWTO for bleeding edge experimentation.
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RealNC
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Re: Artifactless AI-Based Interpolation

Post by RealNC » 22 Mar 2021, 11:59

Ironically, francisbaud is with 99% certainty a bot. Good thing spammers don't have access to GPT-3 levels of resources :P
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Re: Artifactless AI-Based Interpolation

Post by francisbaud » 27 Mar 2021, 09:29

RealNC wrote:
22 Mar 2021, 11:59
Ironically, francisbaud is with 99% certainty a bot. Good thing spammers don't have access to GPT-3 levels of resources :P
That little 1%! There's still hope!

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Re: Artifactless AI-Based Interpolation

Post by RealNC » 27 Mar 2021, 13:06

francisbaud wrote:
27 Mar 2021, 09:29
That little 1%! There's still hope!
A good chinese room implementation could have produced that reply :mrgreen:
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Re: Artifactless AI-Based Interpolation

Post by RedGreenBlue » 28 Jul 2025, 04:36

Chief Blur Buster wrote:
18 Jan 2021, 20:39
120fps video can be frame-rate amplified for future 1000Hz displays, as a method of strobeless blur reduction.
Hi, I am a long time lurker. I feel your vision of 1000Hz displays is amazing.

At 4k we are still bandwith limited with DP2.1 but what if the monitor
had Frame Generation inside it?
The current implementation on the GPU doesnt help with Bandwith limitation
howver moving it inside the monitor around 500 to 1000hz would be in reach at
almost the same bandwith. 2000HZ motoin clarity if combined with Black Frame Insertion.

Would love to hear your thoughts on this.

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Re: Artifactless AI-Based Interpolation

Post by Chief Blur Buster » 07 Aug 2025, 14:24

RedGreenBlue wrote:
28 Jul 2025, 04:36
At 4k we are still bandwith limited with DP2.1 but what if the monitor
had Frame Generation inside it?
I cover this potential concept in some of my old articles, www.blurbusters.com/1000hz-journey and www.blurbusters.com/framegen

We sort of have sort of a precedent already with PCVR streaming to Meta Quest headsets:

1. Computer generates VR graphics & streams to headset over WiFi

2. Meta Quest uses built-in time warping (3dof reprojection) to keep framerate=Hz head turns even if VR framerate drops or if WiFi dropouts occur.

Not quite the same thing, but it's sort of a co-GPU workflow, or a display-side GPU workflow.
RedGreenBlue wrote:
28 Jul 2025, 04:36
2000HZ motoin clarity if combined with Black Frame Insertion.

Black frame insertion is not necessary if you can get motion clarity WITHOUT black frame insertion.

In fact, our 480fps 480Hz (2.09ms frametimes) OLEDs produce less motion blur WITHOUT black frames / WITHOUT strobing, than yesterday's 120Hz LightBoost monitors (2.4ms strobing). Blur is frame visibility time, so if your unstrobed frametimes fall below the strobed pulsewidths, you can have less motion blur without strobing, than a strobed monitor! Did you know that?

For eye tracking display motion (e.g. panning scenery)
Motion blur = pulsetime on strobed
Motion blur = frametime on unstrobed

More information, see www.blurbusters.com/120vs480

Real life does not flicker/strobe. Black frames are simply a band-aid only because we don't have enough frame rate or refresh rate to kill display motion blur without it.

For more display science of ours, see www.blurbusters.com/area51
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