Notes from the opening 15 minutes of the FF16 demo on PC:
-I'm begging you, don't render out in-engine content without fixing your aliasing, otherwise we hit this case where I can tell an FMV because the AA gets significantly worse in spots.
-Rendering out those FMVs have also cursed you to this 30fps lock & what I wouldn't give for re-rendering the FMVs at 60.
-The real-time cut-scenes therefor inherit that 30fps lock & even without animation data, you offer FG so you could render this at 60!
-Absolute top crime worse than all others I noted: stop rendering your 3D scene when you're playing back an FMV.
Without opening any tools to do a frame analysis I can see you're not turning off your 3D renderer but rather drawing the FMV frames over the top of an (invisible) scene because your GPU load when FMV plays back (with that totally perfect 30fps & 30fps 1% lows) depends on my in-game quality settings (at the same output resolution). You could be using just 20W on GPU in these sections.
Even if modders don't fix the real-time fps cap the traditional way (possibly they are using animation data that only records 30 updates & has no interpolation available), I do expect they will eventually harness the frame-gen already there to create intermediate frames & get them up to 60. An interesting additional thing that could be done is using the AFMF tech to interpolate the pre-rendered content too (not as good as offline or FG output but doesn't require repacking FMVs after tweaking).
Not to get too prescriptive about this but including frame-gen in your PC release means you're expecting people to play at triple digit final framerates (otherwise it feels bad and can even look bad to have half the frames being generated).
You cannot go between playing interactive sections of a game at over 100fps to 30fps. The cadence difference is too extreme. Even if you can only output 30 frames (with motion vector+depth buffer) during real-time cut-scenes, FG can double that to 60 for you.

@shivoa Maybe I'm just cynical but nobody seems to actually target 120+ fps

All the upscaling and framegen is just used to get everyone to 60+ on high/max settings and then the rest is up to pure luck

Which sucks as no game has got the temporal aliasing/upscaling without oversharpening or blurring right for me, but running without tanks your fps and nobody even tries on anti-aliasing without dlss/fsr anymore

though tbf i have significant problems with stereo vision so i notice it way more

@norado I think DLAA is probably the best AA money can buy & DLSS Quality mode almost always beats legacy implementations of TAA (at native res so lower perf). Luckily nVidia removed the automatic sharpening pass from DLSS, although stuff like Wukong are clearly adding one back in.
As for FG, I have yet to play a game that feels great at 60fps or less output (so 30 internally, using Reflex to minimise pipeline latency but you can only do so much when waiting for a next frame to interpolate).
Something I missed in the FF16 demo and associated FMV issues is that they're apparently using the internal resolution (so pre-upscaler) for the FMV sequences and then doing NN upscale to your output res. Which seems like it must be a bug because I don't understand why you would decode the video frames then not send them directly to your output buffer (there is no TAAU for video). https://youtu.be/Pb-foBOBq1I
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