Please excuse the bad and chaotic form of the text.
I hope you endure as the meaning matters, not the form. Some points I make may also feel weird/wrong/unnecessary, but I assumed it's better to mention everything just in case.
If someone who's good at writing could upgrade this into a proper testing guide/recommendation, can help, I'll appreciate it. I am not able to phrase and format my thoughs so laymen don't freak out after reading 10%. You know how little knowledge people have about the motion. And how people hate reading badly written walls of texts.
Somewhere where it can make a difference.
Here is what I think is needed to conduct the test of DLSS4's multi-frame generation technology (and any other interpolation methods)
1. Who can performs the tests:
- The test should be performed by a knowledgable person. One that not only knows well how proper motion looks on the best strobed LCDs, but also who played a lot of games with crystal clear motion,
- The person should know what to look at and to not waste time, for example, on looking at the moving object without tracing it with his eyes. I've seen youtubers moving the mouse left and right while staring at the center of the screen. I've seen people who got used to blurry motion so much, they don't even look at anything before their mouse movement stops.
- Healthy eyes. The tester should be able to easily track ufo motion in 120Hz Blurbuster's UFOtest at 1920 pixels per second setting at 1080p res (full screen).
Minority of people have issues and are unable to move their eyes fluidly and therefore won't be able to see the moving objects on screen clearly. We need the most rigoristic people for these kinds of tests. We need an opinion from someone who is accustomed to watching a sub 2ms persistence on a strobed TN monitor or 500Hz OLED. Nothing should be left to personal opinions. If someone is OK with VHS level of picture quality in fast motion, that's his right to have such an opinion, but we don't want the test results to be useless for more demanding gamers. I've seen people saying the image in motion is absolutely perfect.. on 240Hz OLED monitors. Just becasue the difference to their old VA LCDs is so big.
Testing methodology and suggestions:
- the base framerate should be 120fps, so the test can be performed also with human eye. Tests for 60fps source would also be very useful, for example for games which regardless of settings cannot run above 100fps. But currently DLSS4 doesn't support more than x4 frame gen, and with target being 240Hz, the frame persistence will make it hard to judge by humans and since there's no hardware capable of 240fps capture, it would require suitable hardware, like high-speed camera etc.
- The test should include a game which can work properly without TAA, to better understand the difference in clarity of the picture in fast motion without TAA messing with it.
Most modern games fail - they don't even allow to play with clear motion, due to forced TAA and severe issues related to undersampling when TAA is disabled. Not even 16K resolution can fix the pixellation it introduces.
This subreddit
https://www.reddit.com/r/FuckTAA/
can provide guides on how to manually disable TAA even if the game developer didn't offer the official option for it.
Here's the full list of the games which currently support DLSS4. I'm not sue if even one qualifies for the tests. I hope so. If not, it's better to see what MFG does to image in fast motion even with the horrible pixellation resulting from disabled TAA.
- the test should be done on 480Hz OLED screenA Quiet Place: The Road Ahead
Akimbot
Alan Wake 2
Aunt Fatima
Backrooms: Escape Together
Bears In Space
Bellwright
Crown Simulator
D5 Render
Deceit 2
Deep Rock Galactic
Deliver Us Mars
Desordre: A Puzzle Adventure
Desynced: Autonomous Colony Simulator
Diablo 4
Direct Contact
Dragon Age: The Veilguard
Dungeonborne
Dynasty Warriors: Origins
Enlisted
Flintlock: The Siege of Dawn
Fort Solis
Frostpunk 2
Ghostrunner 2
God of War Ragnarok
Gray Zone Warfare
Ground Branch
Hitman World of Assassination
Hogwarts Legacy
Icarus
Immortals of Aveum
Indiana Jones and the Great Circle
Jusant
JX Online 3
Kristala
Layers of Fear
Liminalcore
Lords of the Fallen
Marvel Rivals
Microsoft Flight Simulator
Microsoft Flight Simulator 2024
Mortal Online 2
Naraka: Bladepoint
Need for Speed Unbound
Outpost: Infinity Siege
Pax Dei
Payday 3
Qanga
Ready or Not
Remnant 2
Satisfactory
Scum
Senua's Saga: Hellblade 2
Silent Hill 2
Sky: The Misty Isle
Slender: The Arrival
Squad
Stalker 2: Heart of Chornobyl
Star Wars Outlaws
Star Wars Jedi: Survivor
Starship Troopers: Extermination
Still Wakes The Deep
Supermoves
Test Drive Unlimited Solar Crown
The Axis Unseen
The Finals
The First Descendent
The Thaumaturge
Torque Drive 2
Tribes 3: Rivals
Witchfire
World of Jade Dynasty
- a joypad controller should be used and using mouse should only happen if the game is confirmed to support 8000Hz polling rate correctly, and 8000Hz mouse is used
- It may be useful to check the game before proceeding with the tests on 480Hz OLED. For example: at 120Hz with v-sync ON, in strobed mode on a good LCD with proper backlight strobing implementation. And of course with Hz=fps and single strobe, not double strobe.
It would be useful, cause the tester could practically check for issues with motion, like camera panning bug or microstutter, before the MFG is turned on. Just to be sure everything works as intended. Knowledgable person performing the tests should detect issues within a few seconds, as it's very easy to see with the naked eye. Whenever the perfect motion clarity gets spoiled it's instantly obvious and nobody needs to log frametimes and check for spikes. Relying on software is not only difficult and more time consuming, but it can be misleading and not paint the correct picture when analyzed by just the numbers and values.
This should also allow to verify if all motion-ruining techniques are truly disabled. Sometimes in-game motion blur switches or TAA disabling methods won't toggle before the game is restarted.
Regarding framerates and performance, verifying that the games is able to run at constant 144fps with v-sync enabled, should qualify the game for 120fps>480 interpolation.
- the tests should include at least two motion types and preferably various detail on screen. That's because frame generation can work better on constant, easily predictable motion, usually found on top-down and side scrolling games. If no side-scroller or top-down game qualifies, a simple type of move can be simulated by strafing in front of something and/or looking down.
In terms of most difficult things for the FG, usually those can be found in game's vegetation like tall and dense grass, especially if it's being moved by the wind in non-predictable way.
Since DLSS4 relies on AI, it is likely to have varying rate of success depending on the nature of the motion. The things which are more common will likely be used for training, although I'm not sure if DLSS 4's AI model is so sophisticated. It has to be done with its work in miliseconds so maybe not.
Again, feel free to help me improve this. Post suggestions on how I can turn this wall of text into a readable guide, if you have any.
Why do I post this thread:
Sadly, Hardware Unboxed made a video with the tests.
They
- failed to use an OLED faster than 240Hz
- therefore, didn't conduct any low persistence tests at 480Hz
- didn't even mention the aspect of motion clarity in their video. Like it was completely not important.

