Hi, I keep getting stuck in a loop when it comes to display technology with motion clarity in mind, so thought I'd put some questions and thoughts to the people that understand more than I ever will.
Sample and hold displays where the motion resolution is driven by hz/fps - outside of a handful of e-sports titles, where are all these frames coming from? Games will only keep getting more resource hungry. Is something going to happen framegen wise to suddenly get us 4K, high settings, hdr, 480hz/fps? I assume existing BFI isn't the answer as it hurts brightness and isn't compatible with fluctuating framerates. Pulsar should improve this?
Is the industry looking to move beyond sample and hold displays that will make brute force hz/fps less important for motion clarity?
Where are we headed with sample and hold displays?
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- Joined: 16 Nov 2024, 04:13
Re: Where are we headed with sample and hold displays?
Asynchronous warp / frame reprojection.
There is the oculus style async warp which give around a 70% increase in fps.
Then there is another version that detaches mouse input from the game engine.
Just search either term. Imo 200fps could easily become 2000fps with the latter form.
Also do not under estimate how strong modern gpus are. Devs just waste a lot of performance on average. Battlefield 3 can run at 8k 200fps ultra on a 4090. Battlefield 2042 doesn't run... Well thats a bad game outright. Nevermind. Anyways it can run higher but im not sure by how. Since there is a base cap of 200 you can remove.
Battlefield 4 ultra also runs at 1440p 1000fps according to a fellow online. Need to verify.
The point of this is. If the devs actually want it. They can easily target 4k 2000fps on tommorows mid end hardware. But instead they'll probably focus on some path tracing 720p 60fps target while still using game design from 25 years ago. And by that i mean not actually using physics (or even implementing them. Search Concorde vs killzone 2 on youtube) and small constrained but empty areas. Unironically Half life 1 has less stuff in the environment than The last of us 1 for the ps3. While you can actually do more in the former. Sigh i just came from reddit where people were praising that game as some sort of master piece when it's objectively mediocre 5/10. I think it's all new young gamers who only play whatever sony markets at them.
Anyways sorry for the side rant. My point was don't really expect it from aaa companies. Anyone who does will be people who think "why don't i make this myself". Which describes the indie scene. Boomer shooters for example easily run above 500fps.
There is the oculus style async warp which give around a 70% increase in fps.
Then there is another version that detaches mouse input from the game engine.
Just search either term. Imo 200fps could easily become 2000fps with the latter form.
Also do not under estimate how strong modern gpus are. Devs just waste a lot of performance on average. Battlefield 3 can run at 8k 200fps ultra on a 4090. Battlefield 2042 doesn't run... Well thats a bad game outright. Nevermind. Anyways it can run higher but im not sure by how. Since there is a base cap of 200 you can remove.
Battlefield 4 ultra also runs at 1440p 1000fps according to a fellow online. Need to verify.
The point of this is. If the devs actually want it. They can easily target 4k 2000fps on tommorows mid end hardware. But instead they'll probably focus on some path tracing 720p 60fps target while still using game design from 25 years ago. And by that i mean not actually using physics (or even implementing them. Search Concorde vs killzone 2 on youtube) and small constrained but empty areas. Unironically Half life 1 has less stuff in the environment than The last of us 1 for the ps3. While you can actually do more in the former. Sigh i just came from reddit where people were praising that game as some sort of master piece when it's objectively mediocre 5/10. I think it's all new young gamers who only play whatever sony markets at them.
Anyways sorry for the side rant. My point was don't really expect it from aaa companies. Anyone who does will be people who think "why don't i make this myself". Which describes the indie scene. Boomer shooters for example easily run above 500fps.