Frame Generation
Synthesizing extra frames between rendered ones, which raises displayed frame rate but not responsiveness.
Frame generation synthesizes additional frames between the ones a game actually renders, typically one or more generated frames per real frame. It uses the same inputs as Temporal Upscaling (motion vectors, depth, the previous frame), often with an optical-flow pass to catch motion the game did not report, such as shadows and reflections. A game rendering at 60 frames per second can display 120 or more.
What it raises is smoothness, not responsiveness. A generated frame contains no new game state: the simulation did not run and the player's input was not read. Worse, to interpolate between two frames the system has to hold back the newer real frame until the in-between one has been shown, which adds latency on top of the base frame rate's. So a game generated from 40 to 80 frames per second looks like 80 but feels slightly worse than 40. Vendors pair the feature with latency-reduction systems for this reason, and the usual guidance is that it works well from a good base rate (60 and up) and badly as a rescue for a struggling one, which is exactly where people most want it.
This makes frame rate an ambiguous metric. It used to measure rendering throughput and input latency together; with generation it measures only the first. A benchmark quoting generated frame rates against native ones compares different quantities, a Goodhart's Law case for graphics. Input latency and Frame Pacing have to be measured separately.
The artifacts are those of any interpolation: UI elements and text smeared because they have no meaningful motion vectors, disocclusion errors at the edges of fast-moving objects, and garbage when a camera cut makes two frames unrelated. Generation also leans on drivers and low-level timing more than most features. Hooking it into a game that was not designed for it, through mods or an API Translation Layer, is a common source of crashes rather than mere glitches.
How acceptable generation is tracks a genre's sensitivity to latency: slow exploration tolerates it, while rhythm and fighting games, where Frame Data is counted in single frames, tolerate it least.
See also2
Denoising
Turning a speckled image rendered from a handful of random light samples into a clean one, by filtering across neighboring pixels and past frames, the step that makes real-time ray tracing possible.
Graphics & Rendering3 connections
Graphics Driver
The software that translates a program's drawing commands into instructions a particular graphics card can execute, split between a kernel part that manages memory and displays and a large user-space part that compiles shaders and implements graphics interfaces.
Systems & Tooling17 connections
Linked from6
- DenoisingGraphics & Rendering
Turning a speckled image rendered from a handful of random light samples into a clean one, by filtering across neighboring pixels and past frames, the step that makes real-time ray tracing possible.
- Frame DataPlay & Games
The startup, active and recovery cost of an action measured in simulation ticks, and what it predicts about a matchup.
- Frame PacingGraphics & Rendering
How evenly frames are delivered over time, which shapes perceived smoothness more than average frame rate does.
- Frame RateGraphics & Rendering
How many distinct images per second a film, game, or display shows, a number set by history at 24 for cinema, by power grids at 50 and 60 for television, and by hardware and taste for games.
- Rhythm GamePlay & Games
a genre that judges player input against a musical beat, where calibration is a fairness problem, not a preference.
- Temporal UpscalingGraphics & Rendering
Rendering fewer pixels per frame and reconstructing a full-resolution image by accumulating samples across frames.