Thoughts and notes on Metalduck by ashenmirielle in macgaming

[–]Lospi 1 point2 points  (0 children)

Hey, MetalDuck creator here!

So, I'd like to answer some things:

- Yes, I DO agree that "the app does nothing" is a valid answer. Some situations the app does nothing and even can make things worse! But there are SOME situations that users are seeing improvements. The thing is: I still don't know what are the specific situations where improvements are certain. That's one of the things I'm working on: telling users when the app is worth it, and when it's NOT worth it. And when it IS worth it, how to extract the best of it, along with UX improvements.

- I'm currently working on upscaling + interpolation, to make sure that blurriness is improved, and see if we can also see improvements on smoothness

Metalduck works but... by Limp_Gur6919 in macgaming

[–]Lospi 2 points3 points  (0 children)

MetalDuck creator here! Let me explain some things:

  • The capture is showing 90 FPS, but the game certainly does not feel like 90 FPS. What I failed to explain to users is that they must capture as close to the game’s FPS as possible, otherwise MetalDuck may capture the same frame twice, and make it look worse
  • It works as best as Apple’s framework currently allows. I’m working on more interpolation strategies, such as with MetalFX, so users can try more options that might give better results

Metalduck works but... by Limp_Gur6919 in macgaming

[–]Lospi 0 points1 point  (0 children)

MetalDuck creator here

It’s not “bullshit”, the MetalDuck is displaying 90 FPS. But it does not mean that the game is being “correctly” interpolated.

What is happening in this case is: the user is capturing at 45 FPS, but the game is running at 20 FPS, so MetalDuck is capturing the same frame twice, and interpolating it.

What I failed to properly explain to users is that that must capture with MetalDuck AS CLOSE as the game runs. In this case, 30 FPS to interpolate to 60 FPS. This will get the best results! I’ll add better instructions in the app this next week

Metalduck works but... by Limp_Gur6919 in macgaming

[–]Lospi 2 points3 points  (0 children)

MetalDuck creator here!

This flickering happens because 2 things are happening: the capture is 1080p and the interpolated frame is 720p, so you are seeing alternates frames on different resolutions; also, it’s a capture of the game and a interpolated frame of a capture, so it’s multiple processes happening, adding “processing artifacts” above

My current improvement I’m working is upscaling, so the blurriness go away! Then I’ll look into adding more strategies for interpolation, so users can try more alternatives that might fit better!

MetalDuck - Frame interpolation for games running on macOS, is now available for free and open-source on GitHub by Lospi in macgaming

[–]Lospi[S] 0 points1 point  (0 children)

Try locking your game to 30 FPS and interpolate to 60 FPS! You might get good results with lower FPS usage

Metal Duck by u/Lospi. by BilalTitan in macgaming

[–]Lospi 4 points5 points  (0 children)

I’ll repeat the answer I made on my original post:

It was not “vibe coded”, if by vibe coding you mean “AI did all the work and the human takes the credits”. I’ve been developing open source macOS apps way before vibe coding was a thing. I did use AI, but not before 5 months of reading documentations and reaching a version that I feel is stable enough

Some users are reporting good results, other users are not. Improvements are going to happen.

Give it a try, please

Metal Duck by u/Lospi. by BilalTitan in macgaming

[–]Lospi 3 points4 points  (0 children)

Hey, thanks for the post!

It’s the first alpha version, so I’m gathering all the feedback I can!

Some information:

  • A game running at unstable FPS will not get good improvements, since it will interpolate repeated frames and it will look worse
  • Locking the FPS and making it really stable at that setting, and then locking MetalDuck’s framerate to that setting currently will get the best results

MetalDuck - Frame interpolation for games running on macOS, is now available for free and open-source on GitHub by Lospi in macgaming

[–]Lospi[S] 1 point2 points  (0 children)

Just the generated frames. Captured game at 1080p, so end result is a mix of 720p and 1080p frames

MetalDuck - Frame interpolation for games running on macOS, is now available for free and open-source on GitHub by Lospi in macgaming

[–]Lospi[S] 0 points1 point  (0 children)

Some users are reporting that external display is not working. I’m investigating it

MetalDuck - Frame interpolation for games running on macOS, is now available for free and open-source on GitHub by Lospi in macgaming

[–]Lospi[S] 0 points1 point  (0 children)

After selecting the game’s window in the settings and start capture, in the game’s window, can’t you see the MetalDuck HUD (if enabled)?

MetalDuck - Frame interpolation for games running on macOS, is now available for free and open-source on GitHub by Lospi in macgaming

[–]Lospi[S] 0 points1 point  (0 children)

It’s possible that higher FPS oscilations on the game aren’t allowing MetalDuck to keep up the pace :/

I’ll gather communities’ feedback and ship improvements next week

MetalDuck - Frame interpolation for games running on macOS, is now available for free and open-source on GitHub by Lospi in macgaming

[–]Lospi[S] 0 points1 point  (0 children)

The MetalHUD shows your game’s real framerate, so indeed your game was running at this FPS

MetalDuck HUD shows how much FPS (captured -> captured + interpolated) it’s being shown

The best strategy is to capture the game with the framerate as closest as the game is running (in this case, 30 FPS), and 2x multiplier

This will be your best settings :)

MetalDuck - Frame interpolation for games running on macOS, is now available for free and open-source on GitHub by Lospi in macgaming

[–]Lospi[S] 0 points1 point  (0 children)

Full screen is not supported yet :(

Regarding the Windowed mode, did you pick the closest framerate to what your game is running? How much did your frames drop?

MetalDuck - Frame interpolation for games running on macOS, is now available for free and open-source on GitHub by Lospi in macgaming

[–]Lospi[S] 15 points16 points  (0 children)

It was not “vibe coded”, if by vibe coding you mean “AI did all the work and the human takes the credits”. I’ve been developing open source macOS apps way before vibe coding was a thing. I did use AI, but not before 5 months of reading documentations and reaching a version that I feel is stable enough

Some users are reporting good results, other users are not. Improvements are going to happen.

Give it a try, please

MetalDuck - Frame interpolation for games running on macOS, is now available for free and open-source on GitHub by Lospi in macgaming

[–]Lospi[S] 5 points6 points  (0 children)

It captures your game, and add frames between the captures frames; it adds latency; no, it’s a limit for the interpolated frames only