Would you say a game is running at 90fps if, 45 times per socond, two frames are produced, the second of which is a linear interpolation of the frame before and after it?
How about if the two frames are 100% identical?
Does either of these situations differ substantially from what is being discussed, wherein the render pipeline can only produce a new render 45 times per second?
> the second of which is a linear interpolation of the frame before and after it
If I understand what you describe, this is generating a frame "in the past", an average between 2 frames you already generated, so not very useful? If you already have frames #1 and #2, you want to guess frame #3, not generate frame #1.5.
The higher the "real frame" rate, the smaller the differences from one to the next. This makes it easier to predict those differences, and "hide" a bad prediction. On the other hand if you have 10FPS you have to "guess" 100ms worth of changes to the frame which is a lot to guess or hide if the algorithm gets it wrong.
My understanding is that frame generation uses motion vectors to (slightly?) adjust the scene to produce a "highly plausible" next frame to drop in before the following "real" frame.
I've only seen videos, so from a somewhat unrealistic perspective, it seems like an acceptable compromise for low end hardware in particular.
Boosting 120hz to 240hz admittedly seems silly.