•  Lupec   ( @lupec@lemm.ee ) 
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      1 year ago

      I thought emulators usually didn’t have access to the motion vectors you need to implement stuff like this or DLSS? I seem to recall hearing about it at some point.
      If that’s indeed the case, it’s probably not happening anytime soon because the article mentions FSR3 needs a FSR2 base to work with.

      • I dont believe fluid frames reuires motion vectors as a hard requirement, else the driver level option where you force a game to use the function would never work (which is a feature).

        However so far, fluid frames is only available on DX11 and DX12 titles, so many emulators would not have acess to the option. Switch emulation, and PS3 emulation which would need it the most, dont use directx

        •  Lupec   ( @lupec@lemm.ee ) 
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          1 year ago

          I looked it up properly and I think takes such as this one, by the yuzu dev team, are what I was thinking of. Meaning, sure, some representation of the info is always available somewhere technically but it’s not usually usable information.
          That all said, I’m sure better heuristics and techniques will become available so here’s hoping it gets easier in the future!