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Immersive Display Frame Interpolation

The document discusses Fly Elise-ng's AI-assisted frame interpolation technology, which enhances gaming experiences by generating additional frames without requiring motion vectors from the game engine. It compares this technology to NVIDIA's DLSS 3 and AMD's FSR 3, highlighting its ability to double frame rates while maintaining image quality. The document also provides configuration examples for popular flight simulation games such as Prepar3D, Microsoft Flight Simulator, and X-Plane, detailing how to implement the frame interpolation feature effectively.

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0% found this document useful (0 votes)
24 views16 pages

Immersive Display Frame Interpolation

The document discusses Fly Elise-ng's AI-assisted frame interpolation technology, which enhances gaming experiences by generating additional frames without requiring motion vectors from the game engine. It compares this technology to NVIDIA's DLSS 3 and AMD's FSR 3, highlighting its ability to double frame rates while maintaining image quality. The document also provides configuration examples for popular flight simulation games such as Prepar3D, Microsoft Flight Simulator, and X-Plane, detailing how to implement the frame interpolation feature effectively.

Uploaded by

iosysmake
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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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

Copyright © 2012/2024 Fly Elise-ng, All Rights Reserved

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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

2
Immersive Display Frame Interpolation

1 Introduction

Frame interpolation, a technique that generates additional frames between


existing ones to enhance visual smoothness and reduce motion blur, has
become a crucial component of modern gaming. NVIDIA's DLSS 3 and AMD's
FSR 3 are two leading contenders in this space, each offering unique
approaches to improve gaming experiences.

NVIDIA DLSS 3

DLSS 3, the latest iteration of NVIDIA's Deep Learning Super Sampling


technology, introduces a feature called Frame Generation. This technology
leverages AI to create entirely new frames, effectively doubling frame rates
without compromising image quality. DLSS 3 achieves this by analyzing the
scene and predicting the motion of objects, allowing it to generate realistic
intermediate frames. However, DLSS 3 requires RTX 40 series GPU.

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

Fly Elise-ng frame interpolation is based on a set of novel, highly optimized


AI-trained algorithms executed on the GPU between each frame generated by
the game engine. This effectively doubles the output frame rate (2 x FPS) while
allowing the game engine to spend more time in processing and generating the
game frames.

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.

In some specific cases the interpolation can be limited to a specific application


window based on the windows class name or window captions. Those can be
defined using full explicit names or using the wildcards “*” and “?’. They can
match any or exactly one character. For most of the cases, the windows class
and title names can be left empty.

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

When application-defined vSync is On or Frame Interpolation VSync is On, then


the total frame rate (real + interpolated) is limited to the connected display
refresh rate. In case of 60 Hz displays, the application will render 30 frames
per second and the frame interpolation will insert additional 30 frames per
second.
In cases when the VSync is off, then the application frame rate is unbounded.
In such a case, frame interpolation will again generate a new frame for each
application frame and by this doubling the total frame rate.
Frame interpolation can be temporarily enabled or disabled using the Enable
toggle.

3 Examples frame interpolation configurations

3.1 Prepar3D

Prepar3D is based on the DirectX 12 rendering pipeline. Frame interpolation


can be enabled in both single view mode (2D Surround) and multi-view mode
(ViewGroups).
Start P3D and configure the P3D target frame rate to 30 FPS and keep the
VSync On.

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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

3.2 Microsoft Flight Simulator MSFS2020


MSFS2020

Microsoft Flight Simulator is based on the DirectX 11 or DirectX 12


(experimental) rendering pipeline. Frame interpolation can be enabled for both
DirectX 11 and 12 modes and in both single view mode (2D Surround) and
multi-view mode ungrouped displays mode.
Start MSFS2020 and limit MSFS2020 frame generation to 50% of the supported
display frame rate. Keep the VSync On.

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Immersive Display Frame Interpolation

Create a profile for MSFS. In the Executable name field enter


*FlightSimulator.exe (do not forget the *). This will ensure that
FlightSimulator.exe from any system path will be used for frame interpolation,
for both standalone or Steam based installations.
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 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

3.3 X-Plane 11/12

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.

13
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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Immersive Display Frame Interpolation

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