this post was submitted on 04 Jan 2025
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Hm... good point... but... let's see, assuming full parallel processing:
So...
Effectively, an input-to-render equivalent of between a blurry 15fps, and an abysmal 8.6fps.
Could be interesting to run a simulation and see how many user inputs get bundled or "lost", and what the maximum latency would be.
Still, at a fixed 30fps, the latency would be:
You've just invented time travel.
The basic flow is
[user input -> render 33ms -> frame available]
It is impossible to have a latency lower than this, a newer frame simply does not exist yet.
But with interpolation you also need consistent time between frames. You can't just present a new frame and the interpolated frame instantly after each other. First you present the interpolated frame, then you want half a frame and present the new frame it was interpolated to.
So your minimum possible latency is 1.5 frames, or 33+16=59ms (which is horrible)
One thing I wonder tho... could you use the motion vectors from the game engine that are available before a frame even exists?
Oops, you're right. Got carried away 😅
Hm... you mean like what video compression algorithms do? I don't know of any game doing that, but it could be interesting to explore.
No, modern game engines produce a whole lot more than the necessary information to generate a frame. Like a depth map and such. One of those is a map of where everything is going and how fast.
It wouldn't include movement produced by shaders, but it should include all polygons on screen. which would allow you to just warp the previous frame, no next frame required