Kez wrote:Even low FPS games will still lose out somewhat at 4k24 if they are 60hz signals. It would need to be an extremely stable 24fps game to perform well I think (or games where it wouldn't be a big deal to lose frames as Guspaz suggested).
As an quick example, imagine a low FPS game with an unstable framerate at 60hz, and a 20fps output (easier to divide up!). So the input doesn't necessarily have perfect frame pacing, which means it won't always update frames at the same time as the output. Below I have imagined a scenario where an unstable game updates 4 times in 12 frames (so average 20fps at 60hz) and the "scaler" is running at 20fps. You can see that, as the updates are out of sync, there is additional and variable delay between new frames appearing, and frame 3 is skipped altogether.
Code: Select all
input -1---2----3-4
output o--o--o--o--o
result ---1--2-----4
Still, this is an incredible achievement nonetheless! It will be super interesting as a comparison point between old games being scaled up to 1080p vs 4k, something people have been asking about for a long time.
Depends on the display. Movies have been 24p since forever, so most modern TVs have circuitry to compensate for that. Now, depending on how they do it, you might get some jitter out of it, but in theory they could just display something like 1, 1+2, 2, 2+3, 3, etc. Every other frame is a blended frame. In practice, I think the traditional way has been more like 1, 1, 2, 2, 2, 3, 3, 4, 4, 4, etc, which is not ideal (you can look up 3:2 pulldown for more on that). However, if you're sending it to a 120 Hz display, then they can run every frame 5 times and you get no jitter and perfect pacing (I believe this is how LG OLEDs handle it).