blurfreeCRTGimp wrote: ↑
31 Aug 2020, 17:03
I was thinking earlier today, couldn't a software developer make an app sort of like the blur busters strobe utility, that could enable Oculus ASW on the desktop?
Theoretically you can do this, but there can be more artifacts (like interpolation)
Proper frame rate amplification technologies require a bit closer links to game engines, like controller movements and game engine intentions, so that motion vectors are genuine rather than faked.
For example, gaming mice are 1000Hz, and it's quite useful for a frame rate amplification technology to have access to as many movement vectors as possible, temporally, to produce additional frames indistinguishable from original, rendered-from-scratch frames.
Game engines need to integrate NVIDIA DLSS in order for it to be able to be enabled. Likewise for Oculus' ASW 2.0, not all VR games support ASW. All the good emerging FRAT technologies integrate more with the source.
The benefits of game engine integration is hugely beneficial to artifact-free frame rate amplification. Eventually FRAT can get so good -- that, say instead of just 50-75% humans not noticing the artifacts, we could get >99% of humans not noticing the artifacts, even videophiles -- that FRAT frames are just as good as original completely-rendered frames.
Quality jumps of non-black-box FRAT (FRAT that integrates more into engine) provides massive quality leaps -- can be like the difference between an over-compressed YouTube video or old VGA cellphone video, and a lightly-compressed digital cinema video file intended for a cinema.
Standalone FRAT is possible -- they already exist for 2D based media -- like video interpolation -- but have more disadvantages in latency and artifacts.