What Is Frame Generation, and Should You Use It In Your Games? ...Middle East

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On a very basic level, "frame generation" refers to the technique of using deep learning AI models to generate frames in between two frames of a game rendered by the GPU. Your graphics card does the more grindy work of creating "Frame One" and "Frame Three" based on 3D models, lighting, textures, etc., but then frame generation tools take those two images and make a guess at what "Frame Two" should look like.

Nvidia's new Multi Frame Generation comes as part of its announcement of DLSS 4. DLSS stands for Deep Learning Super Sampling and, as the name implies, its earlier iterations weren't about frame generation, but rather supersampling (or upscaling). 

Nowadays, DLSS refers more to a whole suite of tools Nvidia uses to eek out better performance, and the above method is usually referred to as Super Resolution. Frame generation, on the other hand, takes two entire frames and generates an entirely new frame between them from scratch.

When is frame generation useful?

In a relatively short amount of time, we've seen the demand placed on GPUs explode. As mentioned above, 4K resolutions contain quadruple the amount of pixel information as 1080p ones. Moreover, while media like movies and TV have stuck at a relatively consistent 24-30 frames per second, gamers increasingly demand at least 60fps as a baseline, often pushing that even higher to 120fps or 240fps for high-end machines. And do not get me started on Samsung's absurd display capable of supporting up to 500fps.

From that perspective, frame generation isn't just helpful, it's necessary. On Nvidia's latest GPUs, Multi Frame Generation can allow a game to increase its frame rate by multiple hundred frames per second even in 4K, while still looking pretty great. That's just not a frame rate that's possible at that resolution without an industrial rig.

For chaotic games with a lot of movement, those extra frames can be a huge benefit, even if they're not exactly perfect. If you were to take a close look at the images frame-by-frame, you might see some artifacts, but they might be less noticeable while playing—at least, that's how it should work in theory.

Whether those artifacts will bother you is also highly subjective. For example, if you're swinging through the city in Spider-Man 2, and the trees in the background look stranger than they should, would you even notice? On the other hand, for slower-paced atmospheric games like Alan Wake II, where graphical detail and set design is more important for the vibes, ghosting and smearing can seem more pronounced.

You can think of it a bit like a giant, complex version of a game of telephone. The only way to get the most accurate, detailed frames from your game is to render them directly. The more you add steps to extrapolate extra pixels and frames, the more chances there are for mistakes. However, our tools are getting progressively better at cutting down on those mistakes. So, it's up to you to decide whether more frames or more detail is worth it for you.

Why frame generation is (probably) bad for competitive games

Frame generation complicates latency issues because it requires creating frames out of order. Recall our earlier example: The GPU generates Frame One, then Frame Three, then the frame generator comes up with what Frame Two should be. In that scenario, the game can't actually show you Frame Two until it's figured out what frame three should be.

However, this does become an issue in competitive gaming, because frame delays aren't the only latency issues you're dealing with. There's latency between your keyboard and your computer, between your computer and the server, and between the server and the other players. 

That's just enough that if, say, your game shows you our rhetorical Frame One, where the enemy Cassidy is in your crosshairs, but hasn't yet updated to Frame Three, when he's not, the server could have ticked over before your screen has updated. That could mean your shot registers as a miss even though it feels like it should have hit. This is also the one issue that can actually get worse with Multi Frame Generation.

There are ways to mitigate this hit—for example, Nvidia's Reflex tech that reduces input latency in other areas—but it's not something that can be avoided entirely. If you're playing competitive online games, you're better off turning your graphics settings down lower to get a better frame rate, rather than using frame generation for now.

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