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.
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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