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We've got a new saying. 
Frame Gen. 

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I didn't think you were going to
start with it. 

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Bam, slap him in the face. 
All right, so we've hated on ray

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tracing. 
We have, yeah. 

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In the past, yeah, we hate on 
what Acer are doing with the 

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Nitro Blaze, and now we're 
saying it. 

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Yeah, yeah. 
We hate frame Gen. 

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Yeah, well, I I think. 
OK, let's start off. 

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Hating is a big word, all right?
Because it is useful. 

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No, it is good. 
And it is getting better than it

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was. 
Yes, yeah, yeah. 

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But is at what cost? 
Yes, yeah, yeah. 

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Is the problem with frame Gen. 
Yes. 

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Exactly. 
I, I think there's, like you 

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said, there's a definitely like 
use case for it. 

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Yeah. 
And I think it's a good 

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technology to expand upon. 
Yeah. 

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But currently, there's 
definitely some quirks. 

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Where do we start with the? 
I know it's. 

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So difficult isn't? 
It there's so many. 

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Issues so frame generation 
there's there's different kinds 

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of course. 
So obviously we've got the new 

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NVIDIA 50 series which has 
introduced the new multi frame 

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Gen. multi. 
Frame. 

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Gen. that's different, I would 
say because it's a whole new 

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technology. 
They've revamped it from the 

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ground up and it's specific for 
these cards. 

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The 40 series obviously have the
two times which has been 

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upgraded as well. 
So that's cool, but that's still

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has issues just I would say less
issues than other stuff like 

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we've seen with FSR 3 frame 
generation also stuff like AFMF.

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So AM DS fluid motion frames. 
And then we've also got lost 

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with scaling, which is a paid 
app on Steam. 

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And effectively what they do is 
try to generate frames. 

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So it will take 2 frames and 
then artificially fake one in 

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the middle or or multiple, you 
know, because even scaling can 

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do up to four times frame 
generation. 

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So you can take 2 frames and 
then put, you know, four times 

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as amount in in between. 
But obviously they're they're 

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fake. 
You're downloading more frames. 

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So how can I download more FPS? 
Well, it's it's funny because 

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that used to be a big thing and 
now you literally can. 

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So it's a way of artificially 
increasing what the what the FPS

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is showing. 
And I want to be, I was trying 

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to be very careful of how I say 
that because it's not the the 

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frames that you're feeling or 
playing, it's just the frames 

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that it's showing. 
Yeah, it's what your eyes are 

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seeing. 
So it's artificially creating 

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frames inside through some kind 
of AI magic by replicating. 

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It's a bit like before in video 
editing we had a thing called 

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optical flow where you could 
slow footage down that wasn't a 

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high frame rate. 
Yes. 

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And it would artificially create
frames inside. 

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Yes, it's kind of. 
Exactly the same. 

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Make it look less stuttery yes. 
So when you slowed down like 5 

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FPS, instead of it being like a 
slide show, it would still look 

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like a video even though there's
not enough information. 

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But obviously with artificially 
creating frames, you're relying 

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on either the driver base or the
hardware base to guess what the 

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frames would be inside. 
That, yeah, yeah. 

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So there's some sort of 
algorithm that like thinks OK. 

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Between A&B that it's moving in 
that direction. 

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That should happen. 
Yes, exactly that. 

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So there's those two as well. 
Just round up there's as you've 

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just touched on, there's 
hardware based and then there's 

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like driver based. 
So the driver based ones are 

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stuff like AFMF. 
So AM DS side lossless scaling, 

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I would cast as that as well 
because it's just like a 

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software based, software based 
exactly. 

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And then you've also got still 
software based, but it's AMD FSR

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3 frame generation and then 
you've got DLSS frame generation

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which is hardware based, which 
is that sort of tear up the 

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better one, so. 
Before we go into the actually I

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was I was going to start with 
the problems, but actually I'll 

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start with a good thing. 
Do this as a shit sandwich 

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there. 
There is good reason to use it. 

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Yes. 
And like you're saying, adding 

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longevity to ageing hardware 
with newer game releases that 

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are more demanding. 
It's definitely a great use case

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on paper. 
And it also seems apparent that 

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games over the last year and 
definitely going forward into 

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25, all games are going to be 
using some form of frame 

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generation and upscaling or a 
combination of both. 

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So we're going to see more and 
more of this being relied upon 

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for games, especially on in the 
PC World where we have such 

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varying hardware. 
Yeah. 

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And especially with that being 
Nvidia's like ultimate push now.

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Well, it's the big, really the 
big performance upgrade with the

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50 series cards is, is these 
features. 

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Yeah, yeah, the new frame. 
Rather than the pure kind of 

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hardware. 
Kind of, yeah. 

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Yeah. 
You're not RAW powering through 

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it anymore. 
You're relying on upscaling a 

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lower resolution and then 
creating fake frames. 

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Creating freight frames. 
So I mean, if you've got 

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underperforming hardware, maybe 
you've got an older PC handheld,

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maybe a Steam Deck was starting 
to see some janky, yes, 

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workarounds that. 
Or even just full on PCs. 

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You know this works on those as 
well. 

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Like again, if you you've got 
AMD, you've probably got AFMF or

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lossless scaling doesn't care 
what system you've got, it will 

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just work. 
So you can if your graphics card

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struggling or if your handheld 
struggling or whatever, or if 

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you just want to play at lower 
power settings and still have a 

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higher FPS, you can utilize 
these features to potentially 

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increase your FPS for a visual. 
Smoothness, very well put, 

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visual speeders, and that's 
where I want to kind of really 

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put a pin right there because 
it's current technology anyway. 

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Who knows what we're going to 
see very soon, but right now 

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what currently happens is that 
visually it looks like you're 

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getting 90FPS. 
You get for example. 

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Yeah, as an example. 
But in truth, what it feels 

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like, and this for me is really 
important, it still feels like 

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the base frame rate. 
Yes, yeah. 

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So you could, you could be 
outputting AT30FPS and you're 

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using three times. 
Yeah. 

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And it's showing you, you're 
getting 90FPS on this, right. 

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And, and visually you look at 
it, you go, yeah, that's kind of

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90 FPS. 
But to you to you're controlling

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to how it feels and the feedback
you get, you're not getting that

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fluid high speed feeling that 
you get with a higher frame 

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rate. 
Yeah, yeah, 'cause. 

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Still feels like 30. 
Yes, yeah, 'cause typically the,

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the higher the frame rate, the 
lower the latency, yes, Because 

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obviously the frames are coming 
out like a machine gun. 

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So if you've got a high polling 
rate input, it can sort of pick 

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that up and the faster frames. 
This is why like a competitive 

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Counter Strike players play at 
like 400 FPS because they want 

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the absolute maximum amount of 
control so that as soon as you 

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touch that stick or whatever it 
is mouse, then it's going Yep, 

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that's inputted. 
But obviously with fake frames 

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with frame Gen. that's not 
happening because instead of 

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your GPU raw outputting these 
frames, it's taking that 30 FPS 

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that's taking it to 60 or 90. 
But really, the interval is 

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still the same and therefore it 
introduces latency. 

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Now, just before the latency 
part with like great single 

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player games or non competitive 
multiplayer games, there's a 

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kind of once you get to like 60 
FPS, everything kind of feels 

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great. 
Yeah, Feels great, yes. 

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You get higher than that and it 
gets like 90 like, yeah, OK. 

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But once you're starting to get 
above that, yeah, it's kind of 

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very little gain to it. 
The big numbers, the big FPS 

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counts that that we see in like 
FPS counters are typically for 

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FPS games like you were saying. 
Like competitive stuff 

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Competitive. 
Shooters and stuff, you want 

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that super high? 
Yeah, super quick reaction. 

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Well, we're seeing NVIDIA kind 
of like showcasing the 50 series

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of his multi frame Gen. at like 
3-4 hundred or above or above, 

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which is I would argue 
meaningless for single player 

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games, especially if you can't 
feel it. 

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And really really most 
attractive those super high 

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frame rates for competitive 
gamers, but it'd be useless to 

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them because a the frames of are
fakely generated. 

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Yes, it doesn't feel like that 
speed. 

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And most importantly, you've 
introduced a bucket load of 

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latency in order to get there. 
Yeah, I mean, I can't speak for 

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the NVIDIA 50 series because I 
believe their new algorithm and 

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like the whole thing that they 
base their multi frame Gen. off 

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kind of fixes a lot of that. 
I still wouldn't say it would be

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the same as playing at 500 like 
FPS by taking 350 nineties and 

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strapping them together, you 
know, and then playing frame 

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Gen. 
I can't really say with that, 

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but for sure if you were using 
like AFMF, loss of scaling or 

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like AMD's frame generation, 
that kind of thing, the software

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based stuff, for sure. 
You're absolutely right. 

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But I mean, I've not tested A50 
series so I can't say on that 

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side, but you are absolutely 
right on that. 

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I would say for like 
competitive, just no, like 

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that's a big no no using frame 
Gen. who knows about the new 

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NVIDIA side, but all the 
previous versions, yeah, don't 

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like you're you're better off 
playing at 60 FPS and knowing 

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how and expecting how that's 
going to feel like without fake 

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frames. 
Upscaling is fine because you're

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still getting the correct amount
of frames, you know? 

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It's just a visual thing. 
But fake frames, obviously frame

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Gen. is is is falsified, you 
know. 

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And introducing latency into 
your mix. 

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So you like you were saying the 
feeling is a big thing and and 

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that I think introduces that 
latency issue because when I 

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started testing frame Gen. like 
ages ago, whenever it came out, 

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I was like, I was trying to make
it work magic. 

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You know, I was like, sweet, I'm
going to push my game to the 

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Max. 
Like, like burn my computer to 

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the ground. 
Let's output. 

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Yeah, yeah. 4K let's go and you 
know I've got ray tracing on 

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like maxed out. 
Base frame rates 15, Yeah, yeah.

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Yeah, so like 20 FPS, you know, 
and I'm like, sweet, I can make 

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that 60, you know, and then it 
still feels like, you know, 

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20FPS. 
And it's like, oh, what's going 

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on here? 
And that was the same with when 

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AM MFA FM F2 drops. 
Those people in the comments 

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were like, still it's rubbish. 
Like what you want about. 

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It's like, well actually you 
want a minimum base rate of like

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45 FPS minimum ideal. 
You want 60 already. 

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So it feels like 60, yeah. 
Exactly so that the game's 

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running well already and then 
you're just falsifying up to 120

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for. 
Example, a really important 

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point, and I've seen you make 
that a few times in the guides 

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videos you've done recently with
like best settings and how to 

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use a FM F and stuff. 
Yeah, that you want to target a 

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really stable high base rate. 
If you can get to like a minimum

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40FPS and you're really happy 45
FPS and you're really happy with

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that look, that's a good target.
And then you can apply frame 

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generation and you'll you'll get
a noticeable visual improvement.

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You still feel like 45. 
FPS yeah, yeah, but really 

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you're seeing like 90 and it 
just smooths it out, you know, 

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like it smooths everything out 
and it will still feel good 

208
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because 45 FPS is actually OK. 
But I'd noticed we've I had 

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tried games where I was pushing 
it to the Max and I put it at 

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like 15 FPS and I'm like, let's 
try and double it or whatever or

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00:11:14,440 --> 00:11:16,920
triple it, you know, and it was 
horrible. 

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00:11:17,160 --> 00:11:20,360
And even though the scream was 
saying 60 FPS, it's still 

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juttering because really it's 15
FPS, you know, and I was, I was 

214
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saying I couldn't get my head 
round it. 

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So I don't get this. 
And that's when I figured out 

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myself before I realized 
everyone else recommends all the

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companies say like make sure 
your frame rate's high. 

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They don't really like push that
enough, I feel. 

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But once I'd got the the base 
game to around that 45 mark, 

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then it was super smooth. 
It did it's magic because if you

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took it off, it was already 
smooth. 

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00:11:44,880 --> 00:11:45,960
Yeah. 
Do you know what I mean? 

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Like, so it's just making it 
feel even better. 

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00:11:47,760 --> 00:11:49,640
I think that's a. 
Probably a really important 

225
00:11:49,640 --> 00:11:53,520
point when you talk about like 
frame rates and how it looks and

226
00:11:53,520 --> 00:11:57,120
feels, frame generation is being
taught. 

227
00:11:57,120 --> 00:11:59,480
And I think This is why I'm a 
little bit kind of like, oh God,

228
00:11:59,480 --> 00:12:01,560
I'm sick of hearing it. 
It's being talked about as if 

229
00:12:01,560 --> 00:12:03,160
it's like some kind of magic. 
Yes. 

230
00:12:03,240 --> 00:12:05,240
And this is going to solve 
everyone's problems regardless 

231
00:12:05,240 --> 00:12:07,200
of what rig you use. 
This will solve everything. 

232
00:12:07,840 --> 00:12:11,320
It's not. 
It's a great tool to add a tiny 

233
00:12:11,320 --> 00:12:13,880
bit of gains on top of what you 
already got. 

234
00:12:13,880 --> 00:12:18,760
Yes, Yeah, it's not a magic wand
that's gonna fix a 15 FBS output

235
00:12:18,920 --> 00:12:21,480
up to 60 and it'd be great. 
Yes, yeah, yeah, precisely. 

236
00:12:21,520 --> 00:12:24,200
It's it's like a little tweak, 
it's a bit of seasoning to. 

237
00:12:24,200 --> 00:12:25,440
Yeah, yeah, yeah, it is. 
Yeah. 

238
00:12:25,440 --> 00:12:28,880
It is just that visual 
seasoning, seasoning in terms of

239
00:12:28,880 --> 00:12:30,960
fluidity. 
Treat it like sharpening. 

240
00:12:31,080 --> 00:12:33,480
Yes, yeah. 
Yeah, yeah, a little bit great. 

241
00:12:33,480 --> 00:12:35,680
Yes 100% probably don't do it on
your 4K screen. 

242
00:12:35,680 --> 00:12:38,960
Yes, Yeah, precisely that. 
Yeah, a bit of it is fine, Yeah.

243
00:12:39,800 --> 00:12:42,440
And it really depends on the app
as to if it gives you that 

244
00:12:42,680 --> 00:12:45,160
option to be able to do like a 
little bit or not. 

245
00:12:46,080 --> 00:12:47,640
Most of the time it's like 2 
times minimum. 

246
00:12:48,480 --> 00:12:51,360
But if you've already got that 
high frame rate, then it can 

247
00:12:51,360 --> 00:12:56,200
certainly look good. 
But I know it's the feel is 

248
00:12:56,200 --> 00:12:58,360
different. 
It doesn't feel different. 

249
00:12:58,400 --> 00:13:00,960
Not quite there, you know, like 
it just feels. 

250
00:13:00,960 --> 00:13:03,640
I can feel that latency no 
matter how small it is. 

251
00:13:03,840 --> 00:13:07,000
That's one thing I like about 
air from F2 is it tells you the 

252
00:13:07,160 --> 00:13:09,920
the latency. 
And the good thing is, is if you

253
00:13:09,920 --> 00:13:13,000
start with a crap frame rate, 
your latency is going to be 

254
00:13:13,000 --> 00:13:14,440
high. 
So it'll be like 30 

255
00:13:14,440 --> 00:13:16,840
milliseconds. 
Whereas if you get your base 

256
00:13:16,840 --> 00:13:18,760
frame rate like drop your 
settings down, drop your 

257
00:13:18,760 --> 00:13:22,360
resolution, whatever, right and 
get the game let's say to 60, 

258
00:13:22,360 --> 00:13:24,080
it'll be like 10 milliseconds 
delay. 

259
00:13:24,480 --> 00:13:27,000
And that's because like we said 
earlier, there's so many frames,

260
00:13:27,000 --> 00:13:31,520
it's, it's already at a good, 
you know, stable area that your 

261
00:13:31,520 --> 00:13:33,880
latency is going to be lowered 
and then you can double it 

262
00:13:34,120 --> 00:13:37,920
without feeling it too much, but
it'll never be the same. 

263
00:13:37,920 --> 00:13:40,400
It's just raw power. 
As RAW powering it out, yeah. 

264
00:13:41,360 --> 00:13:45,480
So beyond it, beyond using it 
sparingly to get a kind of a 

265
00:13:45,480 --> 00:13:51,240
marginal visual improvement, 
there is then the opposite end 

266
00:13:51,240 --> 00:13:54,160
of the scale. 
The cost of this isn't just 

267
00:13:54,360 --> 00:13:57,840
input delay, it's the visual 
artefacting. 

268
00:13:58,280 --> 00:14:03,040
And unless there's a, unless 
there's a generational leap in 

269
00:14:03,040 --> 00:14:07,040
the technology and how it's kind
of looking ahead as to what's 

270
00:14:07,040 --> 00:14:12,480
happening in a frame, I can't 
see how they get around some of 

271
00:14:12,480 --> 00:14:13,760
the visual artefacts that 
happened. 

272
00:14:15,680 --> 00:14:17,160
And why I said earlier, but I 
can't? 

273
00:14:17,440 --> 00:14:19,400
Can't speak to the. 50 series, 
50 series. 

274
00:14:19,400 --> 00:14:21,920
Because it looks like NVIDIA are
doing just this. 

275
00:14:22,280 --> 00:14:25,800
They are looking at completely 
revamping how frame Gen. works 

276
00:14:26,200 --> 00:14:31,320
and how you know the algorithm 
sees what's happening and and 

277
00:14:31,320 --> 00:14:34,560
predicts those frames. 
It just feels like there's 

278
00:14:34,960 --> 00:14:38,040
there's always going to be a 
cost involved in this at one 

279
00:14:38,080 --> 00:14:39,640
point in it. 
It's a trade off, isn't? 

280
00:14:39,640 --> 00:14:44,000
It there's a trade off and if 
they can get, if they can fix 

281
00:14:44,000 --> 00:14:46,240
the artifacting, we'll talk 
about the kind of issues that 

282
00:14:46,240 --> 00:14:49,280
you tend to see. 
But if they can fix, fix that, 

283
00:14:49,280 --> 00:14:51,960
that's obviously going to cost 
time. 

284
00:14:52,200 --> 00:14:54,720
Yeah, because there has to be 
some process that happens. 

285
00:14:54,720 --> 00:14:57,120
It's going to introduce more 
time cost. 

286
00:14:57,120 --> 00:14:59,800
Yes, and I think that's why with
the NVIDIA stuff specifically, 

287
00:14:59,800 --> 00:15:02,520
that's why they just ditched the
old model and basically start 

288
00:15:02,520 --> 00:15:06,400
again because they couldn't 
figure out a way of fixing it 

289
00:15:06,440 --> 00:15:07,800
until they've done what they've 
just done. 

290
00:15:07,800 --> 00:15:10,720
And that's why I'd love to try 
the 50 series to see how it 

291
00:15:10,760 --> 00:15:12,040
feels. 
Is this a plug for? 

292
00:15:12,040 --> 00:15:15,240
It is. 
This is our two NVIDIA. 

293
00:15:15,240 --> 00:15:18,080
Can you send us 249 fifty 90s 
please? 

294
00:15:18,080 --> 00:15:19,560
You can. 
Keep your 40. 90s yeah, well 

295
00:15:19,600 --> 00:15:22,480
I'll have that instead if you 
want to just throw away yeah you

296
00:15:22,520 --> 00:15:27,080
know how could we paint? 
But you know I would love to try

297
00:15:27,080 --> 00:15:30,480
that just to see how it feels 
and fares against traditional 

298
00:15:30,600 --> 00:15:31,880
frame jet, if you want to call 
it that. 

299
00:15:32,120 --> 00:15:35,160
But you're absolutely right, 
there's going to be a trade off 

300
00:15:35,200 --> 00:15:40,520
and I I think the software based
stuff is noticeably worse than 

301
00:15:40,520 --> 00:15:44,640
even Nvidia's 40 series frame 
Gen. which I still had an issue 

302
00:15:44,640 --> 00:15:46,920
with because that that 
artifacting. 

303
00:15:46,920 --> 00:15:49,160
It's funny isn't it? 
Because the whole point of frame

304
00:15:49,160 --> 00:15:54,880
Gen. is for a visual increase in
frame fluidity, right? 

305
00:15:54,880 --> 00:15:58,920
And how the game looks, Yeah, 
and yet the trade off here. 

306
00:15:59,560 --> 00:16:05,000
And also is enables you to run 
visually high fidelity textures 

307
00:16:05,000 --> 00:16:06,680
and stuff. 
Yes, yeah, yeah, with a higher 

308
00:16:06,680 --> 00:16:08,760
frame rate. 
But the trade off, the biggest 

309
00:16:08,760 --> 00:16:12,440
trade off is it looks awful. 
That you're you're getting 

310
00:16:12,480 --> 00:16:15,640
artifacting, which then 
ultimately lowers the visual 

311
00:16:15,640 --> 00:16:17,280
fidelity pulls. 
You out of the. 

312
00:16:17,320 --> 00:16:19,120
Experience and it's jarring, 
yeah. 

313
00:16:19,120 --> 00:16:22,880
I mean I'm I'm sure there's 
plenty of people that don't even

314
00:16:22,880 --> 00:16:28,600
notice, but for me I'm very 
particular with stuff looking 

315
00:16:28,600 --> 00:16:30,880
weird. 
Well, I, I would argue right. 

316
00:16:30,880 --> 00:16:35,880
If you're in this space enough 
to be interested in gaining 

317
00:16:35,880 --> 00:16:39,240
performance and tweaking your 
settings to gain performance, 

318
00:16:39,920 --> 00:16:42,920
then how things look is really 
important to you. 

319
00:16:42,920 --> 00:16:45,160
And you are going to be the type
of person that picks or peeps 

320
00:16:45,160 --> 00:16:47,520
probably and notices. 
And I'm not talking about. 

321
00:16:47,720 --> 00:16:49,720
Oh, there's a bit of like 
compression, artifacting and. 

322
00:16:49,720 --> 00:16:52,120
Stuff like that, yeah. 
Yeah, these are like major, 

323
00:16:52,400 --> 00:16:54,640
major artefacts that you. 
Get to see. 

324
00:16:54,640 --> 00:16:57,560
Yeah, to the point where I will 
disable it if I can. 

325
00:16:57,840 --> 00:17:00,240
Well, for me, it pulls me out of
the experience. 

326
00:17:00,240 --> 00:17:02,880
Exactly that, yes. 
And so I'd rather run it at a 

327
00:17:02,880 --> 00:17:05,640
lower frame rate and be in the 
experience than be pulled out of

328
00:17:05,640 --> 00:17:08,920
it because it's trying to clone 
steps as you're walking up with 

329
00:17:08,920 --> 00:17:11,640
them. 
And it looks like a weird I 

330
00:17:11,680 --> 00:17:13,800
don't even I don't know how to 
explain or you get an awful 

331
00:17:13,800 --> 00:17:18,319
tiring or the worst that they 
you were saying that they might 

332
00:17:18,319 --> 00:17:21,960
be fixing is the ghosting. 
Yes, that that again is down to 

333
00:17:21,960 --> 00:17:25,319
the NVIDIA side. 
So they've already shown with 

334
00:17:25,319 --> 00:17:29,000
their latest frame Gen. amount 
that they did like a comparison 

335
00:17:29,000 --> 00:17:32,480
between the old model and the 
new model and the ghosting is 

336
00:17:32,480 --> 00:17:37,000
massively reduced, the image 
quality and sharpness is 

337
00:17:37,000 --> 00:17:40,880
massively increased. 
So everything all round has been

338
00:17:40,960 --> 00:17:45,960
like better, like more stuff 
flickering, like the anti 

339
00:17:45,960 --> 00:17:48,280
aliasing and stuff has all been 
tidied up. 

340
00:17:48,600 --> 00:17:52,360
So specifically in like 
background images and stuff out 

341
00:17:52,360 --> 00:17:55,000
of the centre of the screen, 
which is always where the 

342
00:17:55,200 --> 00:17:58,320
problem is really. 
So NVIDIA seems to be on to 

343
00:17:58,320 --> 00:18:01,480
something. 
Whether or not it's good I've no

344
00:18:01,480 --> 00:18:03,920
idea. 
But I've already seen, I think 

345
00:18:03,920 --> 00:18:07,440
Digital Foundry did a video and 
I could already see some of the 

346
00:18:07,440 --> 00:18:10,840
artifacts are still there, but 
obviously it's just better than 

347
00:18:10,840 --> 00:18:13,600
it was prior. 
But like you were saying, some 

348
00:18:13,600 --> 00:18:16,160
of the visual artifacts are 
horrendous. 

349
00:18:16,160 --> 00:18:22,440
I was playing Ghosts of Satsuma 
and I turned on frame generation

350
00:18:22,440 --> 00:18:24,960
on that and I was playing a 
handheld for a while on the Ally

351
00:18:24,960 --> 00:18:28,320
X with frame Gen. on. 
I was saying, this is right, I 

352
00:18:28,520 --> 00:18:30,040
don't know, there's something 
going on. 

353
00:18:30,040 --> 00:18:32,760
I thought my screen was broken 
genuinely, and I was, I was a 

354
00:18:32,760 --> 00:18:34,280
bit weird. 
Turned it off, it was gone. 

355
00:18:34,400 --> 00:18:35,880
Was that OK? 
So it's frame Gen. 

356
00:18:36,680 --> 00:18:39,520
Put it on the TV where you're 
stretching it out to a massive 

357
00:18:39,520 --> 00:18:42,200
image. 
And I was like, oh OK, still 

358
00:18:42,200 --> 00:18:44,640
happening when it has a problem 
with the like the tops and 

359
00:18:44,640 --> 00:18:47,840
bottoms of the screen. 
So I had probably an inch from 

360
00:18:47,840 --> 00:18:51,280
the bottom if I'm on the TV, if 
not like 5 millimetres like from

361
00:18:51,280 --> 00:18:56,320
the bottom of my screen, like a 
whole line from corner to corner

362
00:18:56,600 --> 00:18:58,960
of the entire screen where there
was just a tear. 

363
00:18:59,200 --> 00:19:01,480
Constantly tearing in and out, 
Yeah. 

364
00:19:01,640 --> 00:19:05,600
In that one area whilst there 
was like ghosting or flickering 

365
00:19:05,600 --> 00:19:08,520
somewhere else and I was like, 
what's going on here? 

366
00:19:08,520 --> 00:19:11,120
Like it's so. 
Odd bordering tear. 

367
00:19:11,160 --> 00:19:14,520
I've seen multiple like watching
people's videos on this. 

368
00:19:15,080 --> 00:19:17,960
Multiple examples of that, like 
a really common thing. 

369
00:19:17,960 --> 00:19:19,760
Yeah, yeah. 
It's always on the top or the 

370
00:19:19,760 --> 00:19:21,120
bottom or both. 
Yeah, yeah. 

371
00:19:21,200 --> 00:19:23,480
You know it's it's. 
Either that that straight 

372
00:19:23,480 --> 00:19:25,240
because that's so big and 
visual. 

373
00:19:25,240 --> 00:19:27,880
That's like what's going. 
On yeah, if you notice it, yeah,

374
00:19:27,880 --> 00:19:29,120
you can't Unsee it. 
Yeah. 

375
00:19:29,120 --> 00:19:31,640
So I didn't notice it for a 
while because a lot of the time 

376
00:19:31,640 --> 00:19:32,960
your eyes are in the centre of 
the screen. 

377
00:19:32,960 --> 00:19:34,760
Which is what it's relying on, 
yes. 

378
00:19:34,760 --> 00:19:36,360
Yeah. 
And so you're like, OK, it's 

379
00:19:36,360 --> 00:19:37,720
possible. 
I'll leave that to go. 

380
00:19:37,960 --> 00:19:40,080
But once you notice it, you 
can't stop looking at it, you 

381
00:19:40,080 --> 00:19:40,880
know? 
What's that? 

382
00:19:40,880 --> 00:19:42,760
This thing's flickering. 
Why is my screen breaking? 

383
00:19:42,760 --> 00:19:44,640
It literally looks like the 
screen's gonna turn off in a 

384
00:19:44,640 --> 00:19:46,400
minute because Joe. 
I mean, it's like, Oh no, it's 

385
00:19:46,400 --> 00:19:48,000
expected deadline. 
Yeah, yeah. 

386
00:19:48,480 --> 00:19:50,680
So it's like, Oh no. 
So there's that. 

387
00:19:50,840 --> 00:19:53,680
There's then like weird warping 
and stuff. 

388
00:19:54,200 --> 00:19:57,400
So you'll find if there's a 
straight line and your your 

389
00:19:57,400 --> 00:19:59,480
guy's got like a pistol or 
something and you're pulling in 

390
00:19:59,480 --> 00:20:01,600
and out. 
I showed this on Resident Evil 4

391
00:20:01,640 --> 00:20:05,880
with loss of scaling. 
So where there's like a wall 

392
00:20:05,880 --> 00:20:09,520
edge is trying to artificially 
like fake what's around it 

393
00:20:09,560 --> 00:20:12,400
because it's so clear cut like 
in Chris, what's happening? 

394
00:20:12,920 --> 00:20:15,240
You can see it trying to. 
It literally looks like you've 

395
00:20:15,240 --> 00:20:18,240
got one of those like, balls, 
see through balls and you look 

396
00:20:18,240 --> 00:20:19,360
for it. 
Yeah, yeah. 

397
00:20:19,360 --> 00:20:21,520
And it warps in. 
It looks like you're pushing one

398
00:20:21,520 --> 00:20:23,960
of these spheres, like backwards
and forwards. 

399
00:20:23,960 --> 00:20:26,360
It's really weird. 
Your example in Rebirth Final 

400
00:20:26,680 --> 00:20:29,160
Fantasy 7 Rebirth going up the 
stairs. 

401
00:20:29,160 --> 00:20:31,160
Yeah, that's horrendous. 
Which is another example of like

402
00:20:31,160 --> 00:20:34,280
the defined straight lines, 
straight lines of steps that 

403
00:20:34,280 --> 00:20:35,840
you're walking up. 
Yeah, straight lines are a real.

404
00:20:35,840 --> 00:20:38,000
Problem and they're moving. 
Yes, because it's moving. 

405
00:20:38,000 --> 00:20:40,920
It's trying to predict where 
that straight line should be in 

406
00:20:40,920 --> 00:20:42,480
the artificial frames in 
between. 

407
00:20:42,480 --> 00:20:44,640
Yeah. 
And because of that, it it's 

408
00:20:44,640 --> 00:20:46,920
going to get it wrong. 
Yeah, Yeah, because there's such

409
00:20:46,920 --> 00:20:49,000
straight lines, but the camera's
moving and the character's 

410
00:20:49,000 --> 00:20:51,920
moving over the top of it. 
So you get first you get this 

411
00:20:51,920 --> 00:20:55,480
weird was a ghosting effect 
around where the character 

412
00:20:55,480 --> 00:20:56,320
would. 
Be. 

413
00:20:56,320 --> 00:20:59,080
Yeah, yeah. 
And you also get the lines of 

414
00:20:59,080 --> 00:21:03,880
change position or they've bent.
That's doesn't just make me feel

415
00:21:03,880 --> 00:21:06,680
a bit sick. 
Like I say, it pulls me out of 

416
00:21:06,680 --> 00:21:08,360
the game. 
Yes, now I'm worried about what 

417
00:21:08,360 --> 00:21:10,000
technical thing is going wrong 
here. 

418
00:21:10,000 --> 00:21:13,160
Yes, Yeah, yeah, yeah. 
So for a tool to pull you out of

419
00:21:13,160 --> 00:21:15,040
the game means the experience 
has been ruined. 

420
00:21:15,040 --> 00:21:17,040
Because now my head's in. 
How do I fix that problem? 

421
00:21:17,040 --> 00:21:19,080
Yeah, yeah, something's broken. 
Yeah, let me fix it. 

422
00:21:19,080 --> 00:21:20,320
You're not enjoying the game 
anymore. 

423
00:21:20,320 --> 00:21:22,560
You're not in that world. 
Whatever, you know. 

424
00:21:22,560 --> 00:21:25,520
So that's the thing I found. 
And this is the, the other 

425
00:21:25,520 --> 00:21:29,440
slight, the difference between 
the the other two types of frame

426
00:21:29,440 --> 00:21:33,000
Gen. where you've got frame Gen.
that's been implemented by the 

427
00:21:33,000 --> 00:21:35,920
developers. 
So that has been this works, 

428
00:21:35,920 --> 00:21:39,960
we've built this into the game. 
And then software or driver 

429
00:21:39,960 --> 00:21:43,040
based frame Gen. that you're 
slapping over yourself like AFMF

430
00:21:43,240 --> 00:21:47,640
or lossless scaling. 
So AMD's FSR 3 frame Gen. is 

431
00:21:47,640 --> 00:21:51,040
what will be pushed in from the 
developer as well as DLSS frame 

432
00:21:51,040 --> 00:21:53,000
Gen. 
But I'm just talking about FSR 3

433
00:21:53,000 --> 00:21:57,680
here for a second that so let's 
take spider Man Miles Morales 

434
00:21:57,680 --> 00:21:59,560
because it's something I played 
the past couple of months or 

435
00:21:59,560 --> 00:22:02,800
whatever that has been put in 
there by the devs. 

436
00:22:03,000 --> 00:22:03,720
So they've gone. 
Yep. 

437
00:22:04,120 --> 00:22:07,960
And what that means is it will 
apply frame Gen. to the game but

438
00:22:07,960 --> 00:22:12,320
not the overlay. 
So the HUD is all all the 

439
00:22:12,600 --> 00:22:14,760
graphics and stuff are not being
framed Gen. 

440
00:22:14,760 --> 00:22:16,960
D. 
So that's good because it means 

441
00:22:16,960 --> 00:22:20,400
none of that gets artifacting. 
But the game will still have 

442
00:22:20,400 --> 00:22:23,600
this tearing or you might have 
ghosting or like weird warping 

443
00:22:23,600 --> 00:22:26,560
like bits like here and then or 
people like smudging into the 

444
00:22:26,560 --> 00:22:27,720
wall. 
Do you know what I mean? 

445
00:22:27,720 --> 00:22:30,760
Like you get like all these 
weird problems, which that is 

446
00:22:30,760 --> 00:22:33,440
the best use case of software 
based. 

447
00:22:33,720 --> 00:22:38,560
If a game hasn't got it put in 
like Rebirth Final Fantasy 7 and

448
00:22:38,560 --> 00:22:43,080
you force it over the top with 
lossless or AFMF then it can't 

449
00:22:43,080 --> 00:22:46,880
differentiate what the game is 
and what the overlay is, so it 

450
00:22:46,880 --> 00:22:48,280
just frames everything because 
it's. 

451
00:22:48,280 --> 00:22:50,560
Just saying the whole picture. 
It's saying the entire thing. 

452
00:22:50,560 --> 00:22:56,720
So like with Resident Evil 4 
with the crosshair, Leon's gun, 

453
00:22:57,000 --> 00:22:59,280
I was moving that around load 
and it was like there was like 

454
00:22:59,280 --> 00:23:01,520
loads of them because it was 
like, whoa, what's that little 

455
00:23:01,520 --> 00:23:03,880
lion doing? 
You know, So your crosshairs 

456
00:23:03,880 --> 00:23:05,360
like completely all over the 
place. 

457
00:23:05,360 --> 00:23:07,800
Obviously you can tune it a bit 
depending on your settings, and 

458
00:23:07,840 --> 00:23:10,320
I'll show you how to do that in 
that guide, but it's still 

459
00:23:10,320 --> 00:23:12,960
there. 
So I think truthfully it's a 

460
00:23:12,960 --> 00:23:17,800
case of right now, I like the 
idea, OK. 

461
00:23:17,880 --> 00:23:21,240
I like the idea of a tool that 
can increase performance without

462
00:23:21,240 --> 00:23:23,680
having like hardware like 
limitations. 

463
00:23:23,720 --> 00:23:25,760
That's kind of cool, having to 
upgrade your gear. 

464
00:23:25,760 --> 00:23:27,280
Yes. 
And giving you longevity to 

465
00:23:27,280 --> 00:23:30,640
older devices and especially 
with more and more PC handhelds,

466
00:23:30,640 --> 00:23:32,920
which we'd love yes, they're 
always going to be slightly 

467
00:23:32,920 --> 00:23:34,880
underpowered compared to a 
desktop, absolutely. 

468
00:23:35,680 --> 00:23:37,880
So being able to get squeeze 
more performance out of those 

469
00:23:38,080 --> 00:23:43,720
awesome, but it's really, it's 
really imperfect. 

470
00:23:43,720 --> 00:23:47,600
Yes, yeah, yeah. 
And I want to say because it's 

471
00:23:47,600 --> 00:23:49,200
early days, but it's not that 
new. 

472
00:23:49,200 --> 00:23:51,400
No, it's been around. 
And it has been rolled out. 

473
00:23:51,400 --> 00:23:53,440
So it's kind of inexcusable in 
some, in a lot of. 

474
00:23:53,440 --> 00:23:57,960
Cases, well I think we're on 
that cusp like the precipice now

475
00:23:57,960 --> 00:24:02,320
of where we go from here. 
So NVIDIA seem to be whilst 

476
00:24:02,320 --> 00:24:05,280
people are like hating on them 
for taking the fake frames 

477
00:24:05,280 --> 00:24:10,960
route, they are trying to make 
games better, you know, by using

478
00:24:11,120 --> 00:24:14,120
AI and stuff you know. 
So whilst we might not be there 

479
00:24:14,120 --> 00:24:17,920
now, maybe this is the start of 
it and it already looks like the

480
00:24:17,920 --> 00:24:20,680
50 series from what I've seen 
examples wise. 

481
00:24:20,680 --> 00:24:23,600
And people like Digital Foundry 
showing it is definitely better 

482
00:24:23,600 --> 00:24:27,360
than it was. 
We know AMD have turned around, 

483
00:24:27,360 --> 00:24:29,520
held their hands up and gone. 
You know what, we're not doing 

484
00:24:29,520 --> 00:24:31,400
software based anymore. 
They've said that. 

485
00:24:31,400 --> 00:24:32,680
So they have. 
Yeah, yeah, yeah. 

486
00:24:32,680 --> 00:24:36,360
So when RDNA 4 comes, This is 
why I'm really hyped for when we

487
00:24:36,360 --> 00:24:40,080
get an RDNA four hand. 3Z. 3 
extreme and stuff like that. 

488
00:24:40,400 --> 00:24:42,800
That's then going to start 
hardware encoding. 

489
00:24:43,320 --> 00:24:47,960
So we will then get non software
based frame Gen. and upscaling 

490
00:24:47,960 --> 00:24:50,960
and that that is like AM DS 
looked at, you know, their 

491
00:24:50,960 --> 00:24:54,520
cousin NVIDIA and gone. 
All right, we should copy that. 

492
00:24:54,520 --> 00:24:58,040
When you consider the prospect 
of that from the developer side,

493
00:24:58,040 --> 00:25:00,440
it's a lot easier for them to 
account for it when they're 

494
00:25:00,880 --> 00:25:05,080
developing the game and develop 
that with that in mind, which 

495
00:25:05,080 --> 00:25:08,960
we'll see more and more of. 
So certainly an exciting idea, 

496
00:25:09,560 --> 00:25:14,200
but I guess our kind of like 
reluctance to it is that it's 

497
00:25:14,200 --> 00:25:17,960
being used too much as a a 
crotch to achieve big numbers. 

498
00:25:17,960 --> 00:25:21,400
Yeah, a crotch even. 
I like it being used as a 

499
00:25:21,400 --> 00:25:22,840
crotch. 
You can use it as your crotch, I

500
00:25:22,880 --> 00:25:24,440
don't mind. 
Frame your crotch. 

501
00:25:24,440 --> 00:25:30,560
Yeah, that's really Yeah. 
I've got 100 FPS down here. 

502
00:25:30,560 --> 00:25:34,680
No way. 
So we break out at the club. 

503
00:25:34,680 --> 00:25:39,400
Yeah, my crotch is 240 FPS 
motion. 

504
00:25:39,400 --> 00:25:44,760
Blows off. 
Yeah, no, I agree with you 

505
00:25:44,760 --> 00:25:46,120
though. 
Like I feel like it's been 

506
00:25:46,120 --> 00:25:49,080
relied on too much, too much. 
To achieve big numbers. 

507
00:25:49,080 --> 00:25:51,200
Yes, that I'll. 
Go back to the original point, 

508
00:25:51,200 --> 00:25:53,600
don't feel like the big numbers,
they still feel like the base 

509
00:25:53,600 --> 00:25:58,280
rate, have massive delay 
introduced and have huge 

510
00:25:58,280 --> 00:26:01,240
artifacting problems. 
But yes, these things are being 

511
00:26:01,360 --> 00:26:04,640
ironed out, but they're not yet.
There yet we're not there yet. 

512
00:26:04,760 --> 00:26:07,320
No, not at all. 
And I, and I feel like for me 

513
00:26:07,320 --> 00:26:10,680
personally, like whilst you can 
use it if you're absolutely 

514
00:26:10,680 --> 00:26:14,120
struggling, I would only use it 
if like the device I'm using 

515
00:26:14,120 --> 00:26:15,920
just is really having a hard 
time. 

516
00:26:16,200 --> 00:26:19,000
But again, even then that's not 
a great idea because we've 

517
00:26:19,000 --> 00:26:21,840
already said you want at least 
45 FPS. 

518
00:26:22,440 --> 00:26:24,240
Look at this the implementation 
on the Steam Deck. 

519
00:26:24,240 --> 00:26:25,280
Do you watch any of the videos 
of? 

520
00:26:25,280 --> 00:26:27,120
It yeah, that's. 
Horrendous and horrendous. 

521
00:26:27,160 --> 00:26:29,800
And, and I like, I'm not hating 
on the Steam Deck at all. 

522
00:26:29,800 --> 00:26:33,360
I love the Steam Deck. 
But I mean those frame Gen. you 

523
00:26:33,360 --> 00:26:36,040
know, there's basically for you 
that don't know if a game is 

524
00:26:36,040 --> 00:26:40,800
DirectX 12 and supports DLSS 
frame Gen. you can do a hack 

525
00:26:40,800 --> 00:26:45,160
that injects FSR 3 frame Gen. 
instead of DLSS frame Gen. 

526
00:26:45,240 --> 00:26:48,320
So in the game you would say 
DLSS frame Gen. but actually 

527
00:26:48,320 --> 00:26:53,120
you're like faking in FSR 3 
frame Gen. on the Steam Deck. 

528
00:26:53,120 --> 00:26:56,040
So it does work but you have to 
meet those criteria. 

529
00:26:56,040 --> 00:27:00,200
It's direct X12 and DLSS frame 
Gen. and it it looks horrendous 

530
00:27:00,520 --> 00:27:01,920
like. 
And the latency. 

531
00:27:01,920 --> 00:27:05,120
Yeah, the latency is terrible, 
but the image quality is even 

532
00:27:05,120 --> 00:27:07,680
worse than, you know, native on 
it. 

533
00:27:07,680 --> 00:27:09,040
So I. 
Totally agree. 

534
00:27:09,040 --> 00:27:10,640
And the artifacting and stuff, 
yeah, it's. 

535
00:27:10,840 --> 00:27:13,400
It's like. 
Amplified banding and tearing. 

536
00:27:13,440 --> 00:27:15,440
Awful. 
I think it's more noticeable in 

537
00:27:15,440 --> 00:27:19,720
the Steam Deck because a it's 
800 P to start with, it's 

538
00:27:19,720 --> 00:27:24,200
already struggling to output at 
that point with modern games, so

539
00:27:24,200 --> 00:27:27,680
people are probably blowing the 
resolution to probably about 540

540
00:27:27,680 --> 00:27:30,160
P, So it really doesn't look 
good anyway. 

541
00:27:30,480 --> 00:27:33,120
And then you're applying frame 
Gen. on top of that to try and 

542
00:27:33,120 --> 00:27:36,440
get a decent FPS. 
So you've got like really low 

543
00:27:36,440 --> 00:27:39,280
resolution with loads of 
artifacts with very low 

544
00:27:39,280 --> 00:27:41,440
textures. 
It just makes it look like a 

545
00:27:41,440 --> 00:27:44,560
water colour painting, you know 
it's a big mush on the screen. 

546
00:27:44,560 --> 00:27:48,840
It's great that these tools can 
exist to increase hardware life,

547
00:27:48,840 --> 00:27:50,800
but they are not magic ones. 
No, no, no. 

548
00:27:50,800 --> 00:27:52,080
I think that's the biggest 
statement. 

549
00:27:52,080 --> 00:27:54,640
For me, I think what you said 
earlier is the thing that resin 

550
00:27:55,200 --> 00:27:58,480
like resonated with me was it 
pulls me out of the experience 

551
00:27:58,920 --> 00:28:01,560
and every game I've tried it on,
there's not one game that I've 

552
00:28:01,560 --> 00:28:04,560
tried it on where I've gone 
sweet, I'll leave it on every 

553
00:28:04,560 --> 00:28:07,440
time I've gone let me try and 
tweak this And I spent like 2 

554
00:28:07,440 --> 00:28:10,880
hours trying to get frame Gen. 
to be good and I'm like and that

555
00:28:11,120 --> 00:28:14,360
and ultimately I always resort 
to just disabling it. 

556
00:28:14,640 --> 00:28:17,880
I'd much rather turn my settings
down, whatever to get a stable 

557
00:28:17,880 --> 00:28:20,760
FPS that I'm happy with and just
play at that. 

558
00:28:21,120 --> 00:28:24,240
And that's I can't do it because
though any artifacting I just 

559
00:28:24,240 --> 00:28:25,720
go. 
It's annoying. 

560
00:28:25,760 --> 00:28:27,280
Yeah, I feel like something's 
broken. 

561
00:28:27,840 --> 00:28:31,040
That's literally how I feel. 
So I'm just like, Nah, no frame 

562
00:28:31,040 --> 00:28:32,880
job. 
I'd love to know what you guys 

563
00:28:32,880 --> 00:28:35,160
think. 
Do you agree with us or have we 

564
00:28:35,160 --> 00:28:38,920
triggered you? 
A huge fan of Frame Gen. 

565
00:28:39,280 --> 00:28:41,840
You're a paid subscriber? 
I don't know. 

566
00:28:41,960 --> 00:28:44,680
Offramegen.com. 
Yeah, Frame gen.com. 

567
00:28:44,680 --> 00:28:47,280
You, you know, you love it. 
That's no doubt. 

568
00:28:47,280 --> 00:28:49,520
Have you the founder? 
Wow. 

569
00:28:50,000 --> 00:28:51,680
Did you invent Frame Gen. 
Oh. 

570
00:28:51,680 --> 00:28:52,960
No, I was just thinking of the 
website. 

571
00:28:53,400 --> 00:28:55,160
Is that a website? 
Yeah, probably. 

572
00:28:55,200 --> 00:29:00,600
Probably, yeah. 
OK, so do you ever like, go? 

573
00:29:00,600 --> 00:29:03,360
There's a stationary store that 
I heard you like to go to. 

574
00:29:03,520 --> 00:29:06,720
Ohyeahpenisland.com. 
That's where you go to increase 

575
00:29:06,720 --> 00:29:08,280
your crotch. 
Isn't it? 

576
00:29:09,040 --> 00:29:10,200
Oh damn it, you knew what I was 
all about. 

577
00:29:11,680 --> 00:29:14,800
Stupid jokes are also included 
for free, so make sure you 

578
00:29:14,800 --> 00:29:17,440
subscribe. 
Yeah, like before you leave. 

579
00:29:17,520 --> 00:29:19,040
Oh I love that it's the new 
sayings. 

580
00:29:19,040 --> 00:29:21,920
Like before you leave. 
Oh yeah, and. 

581
00:29:22,200 --> 00:29:24,000
How come I remember? 
Yeah, that too. 

582
00:29:24,040 --> 00:29:26,440
And you can talk to us over on 
Discord and tell us how much 

583
00:29:26,440 --> 00:29:27,720
we're wrong. 
Yeah, that's. 

584
00:29:27,720 --> 00:29:29,800
Over there and stupid jokes are 
also there. 

585
00:29:29,800 --> 00:29:30,960
Yeah, they are there. 
Yeah. 

586
00:29:31,200 --> 00:29:32,600
So until the next time, bye.
