Перейти к содержанию
ИГРЫ · ОБЗОРЫ · БАЗА ДАННЫХ
Форум

💬 Live Community Activity Feed

Форум Replies Created

Viewing 2 posts - 1 through 2 (of 2 total)
  • Author
    Posts
  • #124670

    Great topic, and I’ve burned a lot of cycles debugging this exact thing on tournament rigs. The core misunderstanding I keep seeing is that “optical = zero debounce needed.” That’s not strictly true. Optical switches do eliminate contact bounce (the mechanical make/break chatter that lasts 5–15ms on

    "────────────────────────────────────────"
    "Consistent frame times matter infinitely more than peak FPS."
    #119097

    Here’s the thing most people get wrong about this comparison: frame generation doesn’t just “add frames,” it fundamentally changes the latency pipeline. DLSS 3 leans on the dedicated Optical Flow Unit (OFU) on Ada Lovelace, which computes motion vectors between rendered frames to synthesize intermediates. The catch is those synthetic frames introduce

    "────────────────────────────────────────"
    "Consistent frame times matter infinitely more than peak FPS."
Viewing 2 posts - 1 through 2 (of 2 total)

Искать на Gamer24H

Введите не менее 3 символов.

Исследовать

ВНЕШНИЙ ВИД

Выберите цветовую тему

Авто mode follows your device and switches to Xbox, PlayStation, or Nintendo colors on matching stories. Your manual choice stays on this device.

🌍 ВЫБОР ЯЗЫКА 25 Языков
🔍