no, I fucking hope not. Older games rendered an actual frame. Modern engines render a noisy, extremely ugly mess, and rely on temporal denoising and frame generation (which is why most modern games only show you scenes with static scenery with a very slow moving camera).
Just render the damn thing properly in the first place!
Depends what you want to render. High fps requirements in conjunction with movement where the human eye is the bottleneck is a perfect interpolation case. In such a case the bad frames aren’t really seen.
no, it depends how you want to render it. Older games still had most of today’s effects. It’s just that everyone is switching to unreal, whose focus isn’t games anymore. And which imo, looks really bad on anything except a 4090, if that. Nobody is putting in the work for an optimized engine. There is no “one size fits all”. They do this to save money in development, not because it’s better.
ffs even the noisy image isn’t always at native resolution anymore.
A context aware interpolation with less overhead is a cool technology as compared to context unaware averaging. How that ends up implemented in various engines is a different topic.
I think you are misunderstanding, because I agree with you when the games minimum hardware requirements are met.
I am saying I hope this technology can be used so that hardware that is below minimum requirements could potentially still get decently playable framerates using this technology on newer titles. The obvious drawback being decreased visual quality. I agree that upscaling, particularly TAA and its related effects, should not be used to reduce system requirements because the developers do not design their game well or make use of ugly effects. But I think this can be useful for old systems or perhaps only integrated graphics chips depending on how the technology works. That was what I meant. Sorry I was not clear enough initially.