Hahaha those tags
I'm totally ignorant about TV tech. About console hardware tech well, we can discuss about whatever you want and see.
I'd argue that you'd be hard pressed to find someone who works doing rendering, either on the hardware or software side, who doesn't know what motion interpolation is and how it works.I know time ago some developers tried interpolation (or something similar) in a Star Wars game on ps360 to fake 60 fps; honestly I don't see the connection between ignorance about TV motionflow and the whole tech hardware console argument, frankly. I mean there are aspects we can ignore about the tech, it's a huge vaste matter, but doesn't implies to be totally ignorant about the whole argument. Otherwise wouldn't exist dedicated developers for different aspect of the graphic pipeline. It's like medicine with different specialization.
You seem like a nice guy, buddy. Don't take it personally. You learned something important in the world of gaming technology today. Chalk that up as a win.I'm totally ignorant because I genuinely admitted to never followed TV tech (never interested at all, mea culpa) and I post a naive enthusiastic thread? Jesus Christ people, you are laughable just to make some good member war But go on, I'm not want to ruin your fun.
The technology exists, but no one uses it.Can’t do it due to lag, there’s a reason game mode exists. Some games and gamers obviously can adapt better.
What’s puzzling is that interpolation isn’t an option in game engines. TV’s only work on flat frames to generate a mid point, whereas a game could use multiple data points, rotation, velocity vectors, etc. A game could achieve a much better result and optimise latency.
At the recent SIGGRAPH 2010, LucasArts coder Dmitry Andreev showed off a quite remarkable tech demo based on work he carried out during the development of Star Wars: The Force Unleashed II. In a video demonstration running on Xbox 360, he showed the game operating at its default 30FPS, but then seemingly magically running at 60FPS - with no apparent graphical compromises aside from the removal of motion blur.
Andreev first got the idea for the technique by studying 120Hz TVs that interpolate two frames in order to produce an intermediate image, producing a smoother picture. Software filters on some media players (for example Philips' Trimension as seen on the WinDVD player) were also considered. If this approach could be replicated within the game engine, an effect far more pleasing than most motion blur algorithms could be produced. Discussions after SIGGRAPH 2008 soon led to prototyping.
"So as soon as I got back home, I started to play with it and soon after that realised that there are a lot of issues," Andreev reveals.
"Mostly the artifacts of a different kind, that appear in more or less complex scenes, as well as performance issues (it is really slow when done properly). And to better understand the problem, I made a very quick and simple prototype to play with."
"We already know how things are moving as we have full control over them. This way we don't need to do any kind of estimation," Andreev says.
"Moreover, when we do the interpolation, we can handle different things differently, depending on the kind of quality we are happy with. On top of that, we can use different interpolation techniques for different parts of the image, such as layers of transparency, shadows, reflections and even entire characters."
The key is to re-use as much of the available processing as possible. In the case of Andreev's demo, the depth buffer and velocity map for the next full frame are generated, but directly after this, midway through the processing, this data, combined with elements from the last frame, is used to interpolate the intermediate image before calculations on the next real frame continue.
You'd think that this technique would cause lag, but as the interpolated image is being generated using elements from the next "real" frame, it actually reduces latency. Andreev's technique is single-frame based rather than dual-frame. The latter approach would require buffering two images so has a big memory and latency overhead, while the technique Andreev used effectively interpolates on the fly using past and future rendering elements.
"The most simple and efficient solution is to do the interpolation in-place, during the current frame, while the previous one is on screen. This way the previous front buffer can be mapped as a texture (on Xbox 360) and used for interpolation directly," he explains.
"In terms of latency there is something interesting going on. I said that there is no extra latency, which is true. But if you think about it, latency is actually reduced because we get the new visual result 16.6 ms earlier. You see the result of your actions earlier."
Yes, i think so. nothing to do with 30 to 60fps. tried it on an LG LCD, it was crap.The left looks way nicer, is that what OP is talking about?
OMGThis thread will remain in history like “polish car wash” thread.
So my girlfriend and I are seeing numerous car washes around town that are apparently Polish. We thought nothing of it the first time, thinking maybe it was a family owned thing or something, but we thought it was strange to see multiple Polish car washes, so we are thinking it must be a...www.neogaf.com
If our TVs were powerful enough to do this in real time without noticeable lag, that would be amazing, but unfortunately, we are not at that level yet.