I thought close to the metal is better?working with higher level directx gives more flexibility probably
as close as possible to the metal much better when you're looking purely at performance ceilings.I thought close to the metal is better?
add some post processing AI upscale and their work is done.DF Article @ https://www.eurogamer.net/articles/digitalfoundry-2021-xbox-series-fps-boost-tested
Xbox Series FPS Boost: five Xbox One games now run at 2x frame-rate
Back-compat titles tested at 60/120fps.
Microsoft today lifts the lid on its brand new FPS Boost technology - a series of system level tweaks that allows legacy Xbox One titles to run with twice or even four times the frame-rate on Xbox Series consoles. Far Cry 4, Watch Dogs 2, UFC 4, Sniper Elite 4 and New Super Lucky's Tale are the first five titles to support the new feature - and we've had a chance to test them all. First impressions are impressive and the gaming experience is transformed on every game.
We've seen a doubling of performance on older games running on the new wave of consoles already, of course. We've looked at Days Gone, Ghost of Tsushima, The Last Guardian and God of War on PlayStation 5, while legacy titles running with unlocked frame-rates can also tap in to the extra horsepower of Xbox Series consoles and PS5. The difference with FPS Boost is that Microsoft's Xbox compatibility team is working its magic this time around to adjust frame-rate caps at the Direct3D level, increasing performance within the system, without any changes at all to the original code. As far as the games are concerned, they're still running at their original frame-rates.
In prior PR from Microsoft, the Xbox team have talked about doubling performance and at the basic level, that's exactly what's delivered. All of the five titles revealed today operate at 30 frames per second on Xbox One S - and four of them now run at 60fps on both Xbox Series consoles. The exception is New Super Lucky's Tale: this targeted 4K60 on Xbox One X and 1080p30 on Xbox One S. This is bumped up to 4K120 and 1080p120 on Series X and S consoles respectively - so yes, that's a quadrupling of performance comparing One S to Series S. There are no other changes to the game in terms of visuals, but the increase to performance is palpable: as we saw in Ori and the Will of the Wisps, platform games deliver a beautifully crisp experience at 120fps - and the Series consoles fully deliver. New Super Lucky's Tale is on Game Pass, meaning easy access for Series users to check this one out.
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Something I've always said I'd like to see them do is 50% pixel upgrade and double fps, higher AA and AF.add some post processing AI upscale and their work is done.
This FPS boost seems like a nice upgrade for the Series S especially. As most games have had to run under the One S profile.
This also seems like it will be great for xCloud/GamePass as higher framerates are better for latency when streaming.
lolSo if they incorporate this technique for Crysis 3, will it run at 62fps?
When a game is finished rendering a frame and wants to send the framebuffer to the display it calls a API function, like DirectX's Present() or something similar. There it specifies its synchronisation interval and then waits for the vertical blank (== when the function returns). In a 30fps title this whole process would normally take 33ms, on Series S and X Present() is called way earlier, because they are that much faster than the Xbox One. Now MS probably changed how this method behaves, with FPS Boost active it doesn't wait for the next 33ms vertical blank but the next 16ms vertical blank. So doubling the framerate and less idle time in the game. Obviously this can only work if the game calculates its internal timing correctly for physics and its game state. If 30fps timing is coded hard, there will be a difference between framerate (is smooth 60fps) and movement or animation speeds (is doubled and 2x too fast).Didn't get how they achieved that but insane!
Excellent. I was curious about this. Very clever. People say you can't trust big tech, but it's their APIs you have to keep an eye on!When a game is finished rendering a frame and wants to send the framebuffer to the display it calls a API function, like DirectX's Present() or something similar. There it specifies its synchronisation interval and then waits for the vertical blank (== when the function returns).
So I presume it can be done for any graphics API?When a game is finished rendering a frame and wants to send the framebuffer to the display it calls a API function, like DirectX's Present() or something similar.
any or all APIs? not likely. Only the APIs capable of doing it.So I presume it can be done for any graphics API?
I am not sure. I mean if the games uses Vulkan or OpenGL I presume something similar can be also used?any or all APIs? not likely. Only the APIs capable of doing it.
Ultimately, only the designers of the APIs would know how to hijack it.I am not sure. I mean if the games uses Vulkan or OpenGL I presume something similar can be also used?
Not if there is proper documentation. There are Glide emulators that let you adjust rendering resolution outside of and beyond what the original software was capable of. You can run the Glide version of Tomb Raider at 4k, for example.Ultimately, only the designers of the APIs would know how to hijack it.
I can't imagine it necessarily being an easy task or something that every API can universally exploit.
Right, I've seen some emulation being able to do this as well. But that's not the same as what we see here as I understand. the game is still very much running on a 33.33ms tick, but now outputting 16ms frames.Not if there is proper documentation. There are Glide emulators that let you adjust rendering resolution outside of and beyond what the original software was capable of. You can run the Glide version of Tomb Raider at 4k, for example.
I don't know all graphic APIs. As far as I can see at least it should be possible with Vulkan.So I presume it can be done for any graphics API?
These games now run on a 16ms tick rate.Right, I've seen some emulation being able to do this as well. But that's not the same as what we see here as I understand. the game is still very much running on a 33.33ms tick, but now outputting 16ms frames.
These games now run on a 16ms tick rate.