It’s by Dmitry Andreev and he’s basically stating that he found a way to make a 30fps experience feel like a 60fps experience with no added cost. There’s a video showing his tool in action here:
Are you sure that you don’t misinterpret things a little bit?
I think it’s reasonable that you can enhance a softer appearance by some inpteroplation but a) it many cases it won’t be as good just doing it at 60fps in real, b) unless something like this isn’t implemented on a low level it can be a pain in a more general/debug way and c) 60fps are still more responisve when it comes to input. Sounds like a in between solution which is some cases could make sense.
Well, it’s incredibly useful in Cutting edge games, as the sheer amount of things going on on a per frame basis is pretty impressive. It’s nice to say you want to run at 60fps, but that’s a pretty tight budget for a game involving a large amount of PostFX and Shadows (it’s 16 ms/frame about). Being able to take 26 ms instead of 16 ms to render each frame means that the rendering coders and the artists can add just about 62.5% more eyecandy.
Although I don’t know how well it would work integrated into Unity, as it really needs to have individual consideration for it and is only for specific setups (high GPU bottleneck, specifically with lots of rendering stages and PostFX)
It pretty much depends on the game and what you’re after. Saying so, you also don’t always have to update every aspect in a 1/60 timeframe whilst going for 60fps and thinking of the games i do enjoy, i think it generally is a meander beeing so gfx focused but the gfx are certainly the strongest aspect of a number of so called cutting edge games, sadly.