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TOPIC: Experimental: High-Framerate Frame-Blending

Experimental: High-Framerate Frame-Blending 1 year 1 month ago #1

Something I had lying around since ever.
Simply put, my monitor only goes as far as 76Hz, but games like PSO2 go well over that.
This simply blends frames together, but unlike Motion Blur, it only blends the last frame with the current one.

So yeah, less frames wasted. Note that disabling "Blend All Frames" makes it so that only 1 every 2 frames updates the screen, meaning that if you have 120 FPS, you'll only get 60 FPS effectively. Enabling it makes things smoother, but blurrier.

Also, for obvious reasons, this doesn't work well with V-Sync. And no, this does not replace a 144Hz monitor, lol.

Might develop this a bit more, but not sure if it's worth it.

Old Versions:
Warning: Spoiler! [ Click to expand ]


v0.06:
- Only FrameBlend exists now, but it's a much more comprehensive effect, blending up to 255 previously unused frames for silk-smoothness (good luck reaching 60*255 = 15300 FPS), based on your set framerate;
- Fixed random black frames/severe stutter (report if you still find any);
- Removed debug mode because it's not really useful anymore;
- Minor changes;
Warning: Spoiler! [ Click to expand ]



Some actual screenshots:





Last Edit: 7 months 3 weeks ago by ShoterXX.
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Experimental: High-Framerate Frame-Blending 1 year 4 weeks ago #2

I can´t made it work in OpenGL
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Experimental: High-Framerate Frame-Blending 1 year 4 weeks ago #3

Scorpio82CO wrote:
I can´t made it work in OpenGL

Yeah, it's currently disabled, because OpenGL often requires extra work, and often goes unused, but I can take a look at it tomorrow.
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Experimental: High-Framerate Frame-Blending 1 year 4 weeks ago #4

ShoterXX wrote:
OpenGL often requires extra work, and often goes unused
That should not be the case. If it is, then that is a bug and I would like to know about it.
Cheers, crosire =)
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Experimental: High-Framerate Frame-Blending 1 year 4 weeks ago #5

crosire wrote:
ShoterXX wrote:
OpenGL often requires extra work, and often goes unused
That should not be the case. If it is, then that is a bug and I would like to know about it.

For example, just now:
		#ifndef RENDERER_IS_D3D9
			bool hasFrame = (blendAll & 1) |  (fCntr & 1);
		#else 
			bool hasFrame = (blendAll % 2) || (fCntr % 2);
		#endif

DX9 cannot use bitwise operations, so I use modulo. However, with OGL, it'll complain about implicit cast between unsigned integer and boolean. Fortunately, the way I had it was already OK, so all I need to do is remove the #error command. But IIRC, modulo doesn't work the same between OGL and DX either.

Then again, it's been a while since I last used OGL, so things most likely have changed,
Last Edit: 1 year 4 weeks ago by ShoterXX.
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Experimental: High-Framerate Frame-Blending 11 months 4 weeks ago #6

Self bumped due to update. This one should help with stuttering and frame drops.
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Experimental: High-Framerate Frame-Blending 8 months 2 days ago #7

Is this compatible with Reshade 3?
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Experimental: High-Framerate Frame-Blending 8 months 2 days ago #8

It requires ReShade 3, so yeah.
Cheers, crosire =)
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Experimental: High-Framerate Frame-Blending 8 months 1 day ago #9

Man, this version is pretty outdated now. I'll update soon since people still use it apparently.
And I'll probably need some help finding a bug causing some games to flicker like mad.
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Experimental: High-Framerate Frame-Blending 8 months 13 hours ago #10

I found in some games that enabling some FakeHDR.fx and Frame Blur makes the game flicker. FakeHDR with Frame Blend works though.
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Experimental: High-Framerate Frame-Blending 8 months 7 hours ago #11

Yeah, and in some other games, you don't even need a different effect for it to break.
Last Edit: 8 months 7 hours ago by ShoterXX.
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Experimental: High-Framerate Frame-Blending 7 months 4 weeks ago #12

What should I do if I have an error: failed to compile?
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Experimental: High-Framerate Frame-Blending 7 months 4 weeks ago #13

You can post the log here, to see why it failed to compile.
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Experimental: High-Framerate Frame-Blending 7 months 3 weeks ago #14

Bump for update + bug fixing.

Lesson learned, unsigned integers in logic can be dangerous.
Last Edit: 7 months 3 weeks ago by ShoterXX.
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Experimental: High-Framerate Frame-Blending 7 months 2 weeks ago #15

This is great. Finally I can put those extra frames to use.
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Experimental: High-Framerate Frame-Blending 3 months 4 weeks ago #16

Wait, is that similar to frame interpolation?
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Experimental: High-Framerate Frame-Blending 3 months 3 weeks ago #17

reter wrote:
Wait, is that similar to frame interpolation?
More kind of decimation.
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Experimental: High-Framerate Frame-Blending 2 months 1 week ago #18

So... is this still being worked on? And if so, is there any way to have it work on the latest version of Reshade?
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Experimental: High-Framerate Frame-Blending 2 months 1 week ago #19

I just tested it, and it seemed to work fine on 4.2.1. If you're having issues, please do report them.

As for being worked on... not really. Performance-wise, I don't see a significant way to improve it. I tried messing with ways to blur in-between frames, but the performance hit and quality were not good enough.
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Experimental: High-Framerate Frame-Blending 2 months 1 week ago #20

Well actually, I'm currently trying to get this working on Dolphin Emulator. Specifically on Super Smash Bros. Brawl. I really want to try and use that Frame Blur on the game. Perhaps you could look into that?
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