| curl-6 said: The problem occurs when stuff this kind of stuff is used to cut corners, for instance, some devs now build their games with the assumption that you'll be using frame gen or reconstruction, so instead of actually optimizing their games to perform at a decent level on a range of hardware, they'll just get it running at a shitty performance level even on expensive kit, and effectively force the user to use frame gen or reconstruction just to get a playable experience. A player's experience can thereby be negatively affected even if they choose not to use it. |
People say this, but I can't think of a single game where you "need frame gen or reconstruction" to play it at say console-level settings with modern hardware. High-end features might require these to be able to play the game at enthusiast settings (like with path tracing), but even horribly optimized games still play okay without DLSS or frame-gen. Usually the actual culprit of poor optimization isn't some developer intent but invasive technologies like Denuvo, financial/labor constraints, hardware limitations (lack of mesh-shaders or decent HW RT acceleration) or poorly suited game engines (thinking of Monster Hunter Wilds and RE Engine for open world games in general, as an example.)
Which concrete example are you thinking of and why do you think it is a developer intention to depend on upscaling and not an actual technical or organizational limitation?







