Yesterday, “fake frames” was meant to refer to classical black-box TV interpolation. It is funny how the mainstream calls them “fake frames”;
But, truth to be told, GPU’s are currently metaphorically “faking” photorealistic scenes via drawing polygons/triangles, textures, and shaders. Reprojection-based workflows is just another method of “faking” frames, much like an MPEG/H.26X video standard of “faking it” via I-Frames, B-Frames and P-Frames.
That’s why, during a bit of data loss, video goes “kablooey” and turns into garbage with artifacts — if a mere 1 bit gets corrupt in a predicted/interpolated frame in a MPEGx/H26x video stream. Until the next full non-predicted/interpolated frame comes in (1-2 seconds later).
Over the long-term, 3D rendering is transitioning to a multitiered workflow too (just like digital video did over 30 years ago out of sheer necessity of bandwidth budgets). Now our sheer necessity is a Moore’s Law slowdown bottleneck. So, as a shortcut around Moore’s Law — we are unable to get much extra performance via traditional “faking-it-via-polygons” methods.
The litmus test is going lagless and artifactless, much like the various interpolated frame subtypes built into your streaming habits, Netflix, Disney, Blu-Ray, E-Cinema, and other current video compression standards that use prediction systems in their compression systems.
Just as compressors have original knowledge of the original material, modern GPU reprojection can gain knowledge via z-buffers and between-frame inputreads. And “fake it” perceptually flawlessly, unlike year 1993’s artifacty MPEG1. Even the reprojection-based double-image artifacts disappear too!
TL;DR: Faking frames isn’t bad anymore if you remove the “black box” factor, and make it perceptually lagless and lossless relative to other methods of “faking frames” like drawing triangles and textures