It's just strange to me. We get to the point where tech advancement begins to slow, where advancement in computer graphics begins to somewhat stagnate... and then there's this boom with AI and ML which allows us to do so much more than we traditionally have any right to.. and some people are like 'It's fake/not real"... I don't get it.
This area in computer graphics... is the most exciting it's been for a while now, at least in my opinion. You watch the people working on this stuff and they are visibly excited for the future. They feel like they have purpose and they know that this type of work is the key to bringing us to the next level, and they know there's lots of advancement to be made in these areas.
The box is opened, and there's no closing it.. AI/ML/DL... we can generate visuals in a much more efficient manner than ever before, rendering fewer pixels and inferencing the rest. It's only makes sense that it advances and makes its mark on other areas of visuals. Looking past that, imagine what it could do for audio in games? There's so much advancement that could come to audio from this it's not even funny. And that of course leads into game development itself. AI will plan an integral part of game development in the future... allowing developers to create more things at faster rates than ever thought possible.
I have to challenge this take a touch.
Rendering tech advancements have not been slowing down. Creating techniques for APIs and GPUs to render frames in a more efficient manner has been an area that we continually see research and results in. This is just another bullet point to add to the list of checkerboard rendering, temporal reprojection, DLSS 2.X, FSR etc. Rendering smarter not harder has been something the great minds of this space have been preaching for years.
More specifically, this area of frame generation has been seen before. Serious work on frame doubling, re-projection/interpolation and getting past hardware limitations have been an ongoing area of research since the launch of VR.
Async space warp 2.0 even added the ability to read data from the Z-buffer of previous frames to create a more accurate reprojected frame. Looking at the link provided some of the main points mirror that of DLSS 3 (lessening CPU/CPU impact, increased framerate, low input latency).
SteamVR is a different implementation that more accurately calls this type of tech for what it is: "Motion Smoothing". To count and market these frames towards the game's total framerate is disingenuous hand-waves away some technical integrity. (Admittedly, to date, the use cases have been limited to VR. I won't speculate why since that will be a whole other post.)
While some of the posts here appear to be a bit inflammatory, the fears are valid. It's goal post moving. We will be subject to "lower quality pixels" while seeing GPU vendors advertise these final frame outputs to lengthen their bar charts, embellish their performance gains, all while disregarding any pitfalls of the technology. In my opinion saying a 4090 is 4X faster than a 3090Ti while factoring in frame generation tech is a misleading way to represent the gen over gen leap.
This forum is a space where we will freeze frames, zoom in and examine pixels areas in chunks to champion certain render methods over others. So, there is precedence on being critical.
It is nice that we are moving towards ML/DL to assist with this area, but the idea of motion smoothing and inserting frames isn't new and it isn't above skepticism.