Concerning this quote:
Is there a chance MS can add a system on DX to address this issue of this technique catches on?
Maybe I'm missing something, but wouldn't it improve image quality if a 30fps game looked to be running at 60fps?
According to Andreev, if the game drops below 30FPS the PS3 is still able to carry out the "flip" at the right point between the two frames. However, on Xbox 360, Microsoft's TCRs - the technical rules which dictate what you can and can't do with its hardware - insist that all calls to the graphics hardware go through their own APIs, and there isn't an equivalent system in place on DirectX.
Is there a chance MS can add a system on DX to address this issue of this technique catches on?
On the other hand I'm a bit worried by these trends. There's been a relatively steady increase in the image quality of realtime 3D graphics ever since the release of the 3dfx Voodoo - we started from 16-bit bilinear filtered relatively low-res to 32-bit with HDR, anisotropic filtering, higher resolutions and so on.
But first we started to see upscaled images on the consoles, and now this frame interpolation is another case that may hurt the final image quality. I'm a little worried about breaking this trend...
Maybe I'm missing something, but wouldn't it improve image quality if a 30fps game looked to be running at 60fps?