Immersive Display Frame Interpolation
Immersive Display Frame Interpolation
Fly Elise-
Elise-ng B.V.
Waterstad 31
5658RE
5658RE Eindhoven
The Netherlands
Web: http://fly.elise-
http://fly.elise-ng.net
Email: info@
info@elise-
elise-ng.net
ng.net
Tel: +31 (0)40
(0)40-
40-7114293
Fly Elise-
Elise-ng
Immersive Display Frame Interpolation
AI Assisted Frame Interpolation
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Immersive Display Frame Interpolation
1 Introduction .......................................................................................... 3
2 Fly Elise-ng AI based frame interpolation .............................................. 4
3 Examples frame interpolation configurations ......................................... 6
3.1 Prepar3D.................................................................................................................. 6
3.2 Microsoft Flight Simulator MSFS2020 ............................................................ 9
3.3 X-Plane 11/12 ..................................................................................................... 12
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1 Introduction
NVIDIA DLSS 3
AMD FSR 3
AMD's FSR 3 also offers frame interpolation capabilities, but it takes a more
traditional approach. FSR 3 utilizes motion vectors and optical flow analysis to
predict intermediate frames between existing ones. While it doesn't offer the
same level of frame generation as DLSS 3, FSR 3 still provides significant
improvements in smoothness and reduces motion blur.
Both NVIDIA DLSS 3 and AMD FSR 3 are powerful tools for enhancing gaming
experiences by increasing frame rates and improving visual quality. The choice
between the two ultimately depends on individual preferences, hardware
compatibility, and specific game requirements.
However, both NVIDIA DLSS 3 and AMD FSR 3 require tight integration with
the game engine. Both require additional information from the game engine
for each rendered frame. The game engine needs to calculate and provide
motion vectors and scene depth information along with the rendered frame to
DLSS 3 or FRS 3 engines. Although the set of games engines that support DLSS
3 or FRS 3 is growing, there is a huge amount of game engines that are not
able to integrate with DLSS 3 or FRS 3. In addition, DLSS 3 requires at least
RTX 40 series GPU and does not work on RTX 30 or older GPUs.
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Immersive Display Frame Interpolation
2 Fly Elise-
Elise-ng AI based frame interpolation
interpolation
Fly Elise-ng adds a seamless integration of frame interpolation for any game
engine based on DirectX, OpenGL or Vulkan. It does NOT require motion
vectors or any other motion flow information from the game engine.
engine
Frame interpolation takes only a fraction of the time needed to process and render
the game frame. On a typical setup with 60 Hz displays, the game engine has a
deadline of 16 ms to prepare and render each frame.
Our frame interpolation algorithms take between 0.5 and 3 ms per frame on the
GPU, thus allowing the game engine to spend double the time per frame.
Just limit the application frame rate and increase rendering quality in the game.
The game can render at 30 FPS, and for each game frame we will generate an
interpolated frame and ensure both the real game frame and the interpolated
frame are paced and presented with 60 FPS.
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Immersive Display Frame Interpolation
Another use case is ignoring the VSync and simply doubling the game frame rate.
Let the game render as many frames as possible (unlimited FPS) and for each
game frame we will generate an interpolated frame and ensure both the real game
frame and the interpolated frame are paced and presented with 2 x FPS.
Frame interpolation can be enabled and configured per game, using the
Immersive Display PRO - Ultimate or Immersive LCD PRO - Advanced Profile
settings.
Two frame interpolation algorithms are available: FITypeA (Super fast) and
FITypeB (Super accurate) with a simple tradeoff between speed and fidelity.
The VSync settings determine the maximum frame rate of the game and
interpolated frames. The available options are ‘Application VSync settings”,
“VSync On” and “VSync Off’.
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Immersive Display Frame Interpolation
3.1 Prepar3D
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Immersive Display Frame Interpolation
Create a profile for P3D. In the Executable name field enter *Prepar3D.exe (do
not forget the *). This will ensure that Prepar3D.exe from any system path will
be used for frame interpolation.
Leave the VSync to “Application defined VSync” and Enabled to True. Select
one of the available frame interpolations FITypeA or FITypeB. Start with
FITypeA (fastest) and if some GUI artifacts are observed, try FITypeB.
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Immersive Display Frame Interpolation
After Prepar3D is started it will report the game FPS of max 30 frames per
second. However, output sent to the GPU (shown by Display PRO frame timing
graph) is doubled to max 60 FPS.
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Immersive Display Frame Interpolation
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Immersive Display Frame Interpolation
After MSFS2020 is started it will report the game FPS of max 30 frames per
second. However, output sent to the GPU (shown by Display PRO frame timing
graph) is doubled to max 60 FPS. The main thread can spend up to 30 ms per
frame while the output is generated every 16 ms with one game frame and
one interpolated frame.
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Immersive Display Frame Interpolation
Both X-Plane 11 and X-Plane 12 are based on the Vulkan rendering pipeline.
Optionally, X-Plane 11 can be configured to use the OpenGL rendering
pipeline. Frame interpolation can only be applied on the DXGI based rendering
pipeline used by DX11 and DX12.
Fortunately, the recent NVidia drivers and control panel allow configuring
Vulkan/OpenGL based software to use the DXGI layer for presentation. Thai
makes it possible to apply frame generation to all Vulkan and OpenGL based
game engines.
Open the NVidia Control Panel, create a profile for XPlane and at the bottom
of the settings select “Prefer layered on DXGI Swapchain” for Vulkan/OpenGL
present method. Apply the settings and exit the NVidia Control Panel.
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Immersive Display Frame Interpolation
Start X-Plane and configure the graphics settings. Keep the Use VSync option
On.
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Immersive Display Frame Interpolation
Create a profile for X-Plane. In the Executable name field enter *X-Plane.exe
(do not forget the *). This will ensure that X-Plane.exe from any system path
will be used for frame interpolation.
Leave the VSync to “Application defined VSync” and Enabled to True. Select
one of the available frame interpolations FITypeA or FITypeB. Start with
FITypeA (fastest) and if some GUI artifacts are observed, try FITypeB.
Important: In the profile Warp and edge blend API make sure that Vulkan and
OpenGL are disabled and only DirecX10/11/12 is enabled. This will ensure
that DXGI will be used for presentation and frame interpolation.
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Immersive Display Frame Interpolation
After X-Plane is started it will report the game FPS of max 30 frames per
second. However, output sent to the GPU (shown by Display PRO frame timing
graph) is doubled to max 60 FPS.
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