The Problem:
Currently, when using Apollo for 3x slow motion or frame rate conversion (e.g., 30 fps to 90 fps for VR glasses), there is a noticeable judder.
My analysis shows this is due to the fixed 8-step internal architecture of Apollo. When forcing a 3x stretch, the software has to distribute 8 internal steps into a 3-frame output, leading to an inconsistent sequence (e.g., two large movement steps followed by one smaller step).
While Aion (16-step) masks this better, but it comes with a 50% performance penalty (3.8 fps vs 7.6 fps on an RTX 5080 in 4K).
The Idea:
Introduce a āRefined Apolloā or a specialized mode that utilizes a 9-step internal generation
(or a flexible step count).
A 9-step model would allow for perfectly homogeneous 3x interpolation (3+3+3), eliminating judder entirely while maintaining the high efficiency and speed that Apollo is known for.
This is especially crucial for VR users, where consistent frame pacing is mandatory to prevent motion sickness.
(Note: MeganeX superlight 8K , with its 90Hz max refresh rate)
Performance Comparison 3x slow motion or fps conversion (4K on RTX 5080):
- Chronos: 6.2 fps (High artifacts in fast motion)
- Apollo: 7.6 fps (Great speed, but significant judder at 3x)
- Aion: 3.8 fps (Good pacing, but 2x slower rendering time)
Conclusion:
3x stretching is a āsweet spotā for many creatorsāit provides significant slow motion without losing too much energy. Having an Apollo variant optimized for factors of 3 ( 9x step internal) would bridge the gap between Chronosā speed and Aionās precision without the massive render-time hit.
I am looking for the āGolden Ratioā between Apolloās speed and Aionās quality.
A 9-step internal model would be the perfect solution for 3x interpolation: It provides enough temporal resolution to avoid the morphing artifacts of Chronos, while being significantly faster than Aion by avoiding the overhead of 16-step calculations. Itās the most efficient way to get professional-grade 90fps VR content.
Best regards,
seifenchef