I’m Embarrassed I Didn’t Think of This.. - Asynchronous Reprojection
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Get up to 25% Off Pulseway's IT Management Software at lmg.gg Save up to *40% off and get Free Worldwide Shipping until Dec. 22nd at ridge.com What if you didn’t need the best frame rate to reduce input latency? What if your display’s refresh rate was enough all on its own? With Async reprojection, anything is possible… Even turning 30 FPS into 240. Discuss on the forum: linustechtips.com Comrade Stinger's original video + download links: youtube.com 2kliksphilip's video about async reprojection: youtube.com Purchases made through some store links may provide some compensation to Linus Media Group. ► GET MERCH: lttstore.com ► SUPPORT US ON FLOATPLANE: floatplane.com ► AFFILIATES, SPONSORS & REFERRALS: lmg.gg ► PODCAST GEAR: lmg.gg FOLLOW US --------------------------------------------------- Twitter: twitter.com Facebook: @LinusTech Instagram: @linustech TikTok: @linustech Twitch: twitch.tv MUSIC CREDIT --------------------------------------------------- Intro: Laszlo - Supernova Video Link: youtube.com iTunes Download Link: itunes.apple.com Artist Link: soundcloud.com Outro: Approaching Nirvana - Sugar High Video Link: youtube.com Listen on Spotify: spoti.fi Artist Link: youtube.com Intro animation by MBarek Abdelwassaa @mbarek_abdel Monitor And Keyboard by vadimmihalkevich / CC BY 4.0 geni.us Mechanical RGB Keyboard by BigBrotherECE / CC BY 4.0 geni.us Mouse Gamer free Model By Oscar Creativo / CC BY 4.0 geni.us CHAPTERS --------------------------------------------------- 0:00 Intro 1:36 Play along at home! 1:57 I'm sorry, what is this? Demo time! 3:40 That looks bad, can it be improved? 5:12 Why haven't we been using this?? 6:38 Blind frame rate tests 9:44 If frame rate is so important, why can't they tell? 11:52 Showing how the sausage is made 12:31 This could be a game-changer!
The video explores asynchronous reprojection, a mature technique that can make low frame rates feel extremely smooth by refreshing the display and inputs without new frames from the GPU. The host demonstrates a desktop implementation using a Unity project, showing how a game running at 30 FPS can feel like 240 FPS when the reprojection is enabled, and how the perception of motion can be dramatically altered by stretching or filling in the voids at the screen edges. The explanation walks through the core idea: frame rate and refresh rate are distinct, with reprojection decoupling input responsiveness from actual rendered frames. By dividing onscreen objects into depth-sorted strips and predicting their future positions, the system still delivers a convincing image even with very few rendered frames. The presenter also notes the perceptual limits of peripheral vision, emphasizing that sharp detail is limited to a small portion of the field of view, which reprojection leverages to reduce perceived latency and improve responsiveness. The video then lays out practical considerations, including how artifacts emerge during aggressive motion, and why true widespread adoption would hinge on further integration by game engines and GPU vendors. The discussion wraps with a vision for future devices and platforms where asynchronous reprojection could boost accessibility and battery life, such as on portable consoles, while acknowledging that it is not a magic fix and works best as part of a broader toolbox for rendering and VR workflows. Finally, the host teases potential improvements like machine learning-driven frame prediction, alongside a candid note that user experience depends on the game, settings, and display hardware, making this a nuanced tool rather than a universal cure for latency.
Topics · technology · gaming · graphics · hardware · vr · perception
Questions answered
- What is asynchronous reprojection and how does it affect perceived frame rate?
- Asynchronous reprojection is a rendering technique that refreshes the display and user input without requiring a new frame from the GPU, making motion appear smoother and responsive even when actual frame rates are low.
- Why might this not be a universal solution for all games?
- Artifacts can appear during rapid movement or complex scenes, and some game types may benefit less than others; true utility depends on game design, engine support, and hardware limitations.
- How do frame rate and refresh rate differ, and why does that matter for latency?
- Frame rate measures how many frames the GPU renders per second, while refresh rate is how often the display can show a new image. Higher frame rates improve up-to-date information, but the display can only show updates at its own rate, making synchronization key for responsiveness.
- What future developments could enhance asynchronous reprojection?
- Engine and GPU support integrated into standard pipelines, plus techniques like ML-driven frame generation could reduce artifacts and extend benefits to more games and devices.