@AedionS

Maybe dlss will acknowledge us

@imjustguybro

bro is the ideal consumer

@meggamatty

You missed the part where they explain that it’s latency isn’t worse than native at 60fps. Although the game makes frames at 240fps the game only responds to inputs on every 4th frame making it feel worse.

@ManFreDOIII

Nvidia needs to push for optimization in games, this idea of using AI to cut cost and improve mark ups at the cost of the consumer is getting real f*cking old.

@wanderingtf2314

Carter is Nvidia's #1 good boy

@Stormcutter.

Can dlss 4 generate you doing the thug shake ?

@kingp8301

I mean the latency did go up by around 10% but 10% of almost nothing is also almost nothing and the fact that you get between 2-4x fps makes it way better

@SkillfulNick

The only problem is that it may look really good, but it won’t feel really good. If you use fragments to bring 60fps up to 240fps it will still feel like 60fps, it will just look like 240fps

@Rikonardo

What people need to understand is that DLSS Reflex works similarly to the AI Minecraft game that was trending a month ago or something. It takes your inputs and tries to predict how it would affect displayed image while waiting for the next real frame. It works great for reducing perceived input latency, however it has no way of predicting non-deterministic things in the game, for example enemy movement. Because of this, when there is a lot of movement, you'll only see true postions of enemies when real frames are rendered, and rest of the time you better hope AI doesn't halucinate fake movements. I can only really see framegen as an okay solution for games that don't require fast reaction. In those games framegen would allow to push graphics quality beyond our current technical limitations. But saying that it's just as good as native rasterisation is definitely an overstatement

@corziv3214

Sure, the latency isnt really noticeable, but the artifacting and blurry images from fast moving people are going to be. these gpus are nvidia’s way of cutting corners and reducing costs, and you are allowing it to happen.

@twbones99

The LTT video showed that DLSS4 and framegen create a lot of artifacting and other little graphical hiccups in games so while there isn’t much of a latency issue there will be a price to pay as far as the overall visual fidelity

@vfgoditachyyy8446

There are already videos on this the latency increases often by around 20
Ms which is DEF noticable.

@ATJStellar

You are talking about fps, but for the same video you quoted, If your baseline FPS is too low you will notice plenty of issues with sluggishness no matter the FPs.

@Bingfast

There is still a good amount of latency if it is native 1080p, 4k is a different story as the latency is already high with frame gen not affecting it much

@CrankyJab

Linus tech tips video explained this pretty well. The higher your baseline FPS the less you're going to feel the Latency change. But if you start at 30 FPS and let it do its thing the latency doubles or something like that. And for everyone who knows that's bad. For more details pls watch their video I'm not a technician.

@david-fg9uq

dude, you might have a future as a cw cameraman with how bad the shake is on this.

@Eduj5790

You may get 240 fps from 60 fps but the game only accounts for inputs every 4 frames in that case

@samuelsilvestrin4366

The problem is that for fg to work you need a base fps already high, like 60 fps minimum, and even then you will have a bad latency compared to native 240 fps, because the latency with fg is in reality the same as 60 native. And another thing... The majority of people don't need 240 fps, most have 144/165 Hz monitors, so there is really no need for a quadruple frame gen, and if you want to use it at lower fps the artifacting will be super bad.

@dzgamer342

At this point the viewers will animate carter doing the thug shake....

@JustAHappyCommenter

His analysis of the latency issue is spot on;  it's not just about raw FPS, but how those frames translate to responsive gameplay.