OK.
How Frames Are Generated (The Technical Process)
When you play a game, the GPU and CPU work together to generate frames in a continuous loop. Here’s how it works step-by-step:
1. Game Engine Pipeline
Every frame goes through a rendering pipeline in the game engine. The steps are:
2. Frame Time vs. FPS
- Input Processing:
- The CPU reads player inputs (keyboard, mouse, controller).
- Example: Pressing the “W” key to move forward.
- Game Logic Update:
- The CPU updates the game world based on inputs.
- Example: Moving the player character, updating AI behavior, or calculating physics (e.g., collisions, gravity).
- Scene Preparation:
- The CPU sends commands to the GPU about what needs to be rendered.
- Example: “Draw the player character at position X, render the trees in the distance, and apply lighting.”
- GPU Rendering:
- The GPU renders the frameby:
- Vertex Processing: Converting 3D models into 2D shapes.
- Rasterization: Converting shapes into pixels.
- Pixel Processing: Applying textures, lighting, shadows, and effects (e.g., reflections, anti-aliasing).
- Output: Combining all elements into a final image.
- Frame Display:
- The rendered frame is sent to the monitor to be displayed.
- The monitor refreshes at its refresh rate (e.g., 60Hz = 60 times per second).
3. What Happens When FPS Drops?
- Frame Time: The time (in milliseconds) it takes to render one frame.
- Formula:
Frame Time (ms)=FPS1000- Example:
- 60 FPS → Frame Time = 60 / 1000≈16.67 ms per frame.
- 120 FPS → Frame Time = 120 / 1000≈8.33 ms per frame.
- FPS Calculation:
- FPS is simply the inverse of frame time.
- Formula:
FPS=Frame Time (ms)1000- Example:
- If a frame takes 8.33 ms to render, the FPS is 120.
4. Bottlenecks: Why FPS Isn’t Infinite
- If the GPU or CPU can’t keep up, frame times increase, and FPS drops.
- Example:
- A frame takes 33.33 ms to render → FPS = 33.33 / 1000≈30 FPS.
The FPS is limited by the slowest part of the rendering process:
5. VSync, FreeSync, and G-Sync
- GPU Bottleneck: The GPU can’t render frames fast enough (common in high-resolution or graphically intense games).
- CPU Bottleneck: The CPU can’t prepare the scene fast enough (common in games with complex AI or physics).
- RAM/Storage Bottleneck: Not enough memory to load assets quickly (causes stuttering).
- Monitor Bottleneck: The monitor can’t display more than its refresh rate (e.g., 60Hz = max 60 FPS, even if the GPU renders 200 FPS).
These technologies sync the GPU’s output with the monitor’s refresh rate to:
Real-World Example: Generating 60 FPS
- Prevent screen tearing (when parts of the screen show different frames).
- Smooth out FPS fluctuations (e.g., if FPS drops below the monitor’s refresh rate).
- VSync: Syncs FPS to the monitor’s refresh rate (e.g., 60 FPS on a 60Hz monitor). Can cause input lag.
- FreeSync/G-Sync: Adaptive sync technologies that match the GPU’s FPS to the monitor’s refresh rate dynamically, reducing lag and stuttering.
Let’s say you’re playing a game on a 60Hz monitor:
If the GPU takes 20 ms to render a frame:
- The game engine updates the world every 16.67 ms (CPU).
- The GPU renders the frame in 16.67 ms.
- The monitor displays the frame.
- Result: 60 FPS.
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- FPS = 20 / 1000=50 FPS.
- The monitor will display 50 FPS, and you’ll experience stuttering if it drops further.
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When fake frames (also called interpolated frames or synthetic frames) are added to increase the perceived FPS, they are not rendered by the GPU like real frames. Instead, they are generated artificially using techniques like frame interpolation or upscaling. These fake frames are inserted between real frames to make motion appear smoother, even if the actual FPS is lower.
Here’s how they fit into the FPS formula and rendering pipeline:
1. How Fake Frames Are Generated
Fake frames are created using two main techniques:
A. Frame Interpolation (Motion Interpolation)
This technique generates new frames by analyzing motion between two real frames and creating intermediate frames.
How It Works:
Example:
- Two Real Frames are rendered by the GPU (e.g., Frame 1 and Frame 3).
- Motion Analysis: The system analyzes the movement between Frame 1 and Frame 3.
- Fake Frame Generation: A new frame (Frame 2) is created by blending or predicting the motion.
- Insertion: The fake Frame 2 is inserted between the real frames.
Technologies That Use This:
- Real FPS: 30 FPS (33.33 ms per frame).
- With Frame Interpolation: 60 FPS (16.67 ms per frame).
- The system generates one fake frame between every two real frames.
B. Upscaling + Frame Generation (Hybrid Approach)
- NVIDIA’s Reflex + DLSS + Frame Generation (e.g., in supported games).
- AMD Fluid Motion Frames (FMF) (used in AMD GPUs).
- TV Motion Interpolation (e.g., “Motion Smoothing” on TVs).
- Intel XeSS Frame Generation.
Some technologies combine upscaling (e.g., DLSS, FSR) with frame generation to boost both performance and smoothness.
How It Works:
Example:
- The GPU renders a frame at a lower resolution (e.g., 1440p).
- The frame is upscaled to the target resolution (e.g., 4K) using AI (DLSS) or spatial upscaling (FSR).
- Fake frames are generated to fill in gaps, increasing the perceived FPS.
Technologies That Use This:
- Real FPS: 45 FPS at 1440p.
- With Upscaling + Frame Generation: 90 FPS at 4K (perceived).
- The upscaled frame is duplicated or interpolated to create fake frames.
- NVIDIA DLSS 3 (Frame Generation + DLSS Super Resolution).
- AMD FSR 3 (Frame Generation + FSR upscaling).
2. How Fake Frames Affect the FPS Formula
The actual FPS (real frames rendered by the GPU) remains the same, but the perceived FPS (what the user sees) increases because of the added fake frames.
Formula Adjustment:
Perceived FPS=Real FPS×(1+Number of Fake Frames per Real Frame)
Examples:
Real FPS Fake Frames Added Perceived FPS 30 FPS 1 fake frame 60 FPS 40 FPS 1 fake frame 80 FPS 60 FPS 0 fake frames 60 FPS
Key Differences:
Aspect Real Frames Fake Frames Source Rendered by the GPU Generated by software/hardware Motion Accuracy 100% accurate May introduce artifacts or “soap opera effect” Input Lag None Can increase input lag GPU Load High (real rendering) None (generated by dedicated hardware) Perceived Smoothness Smooth Smoother (but not always better)
3. Where Fake Frames Fit in the Rendering Pipeline
Here’s how fake frames are integrated into the traditional rendering pipeline:
- Real Frame Rendering:
- GPU renders Frame 1 (real).
- GPU renders Frame 3 (real).
- Frame Interpolation:
- System generates Frame 2 (fake) by analyzing motion between Frame 1 and Frame 3.
- Frame Insertion:
- The sequence becomes: Frame 1 → Frame 2 (fake) → Frame 3 → Frame 4 (fake) → …
- Display:
- The monitor displays the sequence at a higher perceived FPS.
Visual Representation:
Time: 0ms 16.67ms 33.33ms 50ms
Real Frames: [Frame 1] [Frame 3] [Frame 5]
Fake Frames: [Frame 2] [Frame 4]
Perceived: [Frame 1] -> [Frame 2] -> [Frame 3] -> [Frame 4] -> ...
FPS: 30 FPS (real) -> 60 FPS (perceived)
4. Pros and Cons of Fake Frames
Pros:
Smoother Motion: Reduces stuttering and makes gameplay feel more fluid.
Higher Perceived FPS: Improves the gaming experience without requiring more GPU power.
Better for High Refresh Rate Monitors: Useful for 120Hz+ displays where real FPS might not reach the monitor’s limit.
Cons:
Artifacts: Can introduce visual glitches, ghosting, or the “soap opera effect” (unnaturally smooth motion).
Input Lag: Adding fake frames can increase latency, which is bad for competitive gaming.
Not True Performance: Doesn’t actually improve the game’s real performance (e.g., physics, AI, or loading times).
Hardware Dependency: Requires specific hardware (e.g., NVIDIA RTX 40-series for DLSS 3, AMD RX 7000 for FSR 3).
5. When Should You Use Fake Frames?
Use Case Recommended? Why? Single-player games Yes
Smoother visuals improve immersion. Competitive gaming No
Input lag can hurt performance. High refresh rate (120Hz+) Yes
Helps reach the monitor’s refresh rate even if real FPS is lower. Low-end hardware Yes
Boosts perceived performance without overloading the GPU. Cinematic experience Maybe
Can make games look too smooth (like a soap opera).
6. Technologies That Use Fake Frames
Technology Developer How It Works Hardware Required DLSS 3 (Frame Generation) NVIDIA AI-generated fake frames + DLSS upscaling NVIDIA RTX 40-series GPUs FSR 3 (Frame Generation) AMD Spatial upscaling + frame interpolation AMD RX 7000, RX 6000 (with update) Intel XeSS Frame Generation Intel AI upscaling + frame interpolation Intel Arc GPUs NVIDIA Reflex + DLSS NVIDIA Low-latency rendering + upscaling NVIDIA RTX GPUs AMD Fluid Motion Frames AMD Frame interpolation (no upscaling) AMD RX 7000 GPUs TV Motion Interpolation TV Manufacturers Frame interpolation for movies/TV shows Modern TVs
7. Summary: How Fake Frames Affect FPS
- Real FPS = Actual frames rendered by the GPU.
- Fake Frames = Artificially generated frames inserted between real frames.
- Perceived FPS= Real FPS + (Real FPS × Number of Fake Frames).
- Example: 30 real FPS + 30 fake frames = 60 perceived FPS.
- Trade-offs: Smoother motion vs. potential artifacts and input lag.
- Use Cases: Best for single-player, immersive gaming, or high-refresh-rate monitors. Avoid for competitive gaming.
Final Answer:
Fake frames are not part of the traditional FPS formula because they aren’t rendered by the GPU. Instead, they are inserted between real frames to increase the perceived FPS (what the user sees). The formula adjusts as:
Perceived FPS=Real FPS×(1+Fake Frames per Real Frame)
While this makes motion smoother, it doesn’t improve the game’s real performance and can introduce visual artifacts or input lag. Technologies like DLSS 3, FSR 3, and AMD FMF use this technique to boost perceived smoothness without requiring more GPU power.
I know how additional frames are generated. Doesn't change the fact the smoother frames result from a boost in FPS assuming base FPS is adequate considering FG overheads, pushed by the CPU or not. I've covered latency as well as artifacting. With respect, I'm not going to keep arguing with people committed to misunderstanding my replies.
You have a 5090, enable FG and experience it for yourself at 2x.
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