
一 | (ECNS) -- Hot days worldwide could experience around four additional hours of extreme heat by the end of the 21st century under a high-emissions scenario, according to a study led by Chinese researchers. Published in Nature Climate Change, the study found that traditional daily temperature indicators may overlook shorter periods of extreme heat, while hourly temperature analysis can provide a more detailed picture of heat exposure and associated risks. Researchers from Sun Yat-sen University and other institutions analyzed global hourly temperature data from 1981 to 2023, combining observational records with climate model projections to assess how extreme heat exposure could change in the future. The research team found that the duration of extreme heat increased by 62 hours per decade over the study period. Around 28% of extreme heat events occurred on days that would not have been classified as hot days based on conventional daily temperature indicators. Under a high-emissions scenario known as SSP5-8.5, the researchers projected that between 2070 and 2099, each hot day could experience around four additional hours of extreme heat compared with the 2001-2023 period. Days not classified as hot could also see increased periods of extreme heat. The study also found that low- and middle-income countries account for a disproportionately large share of both current and projected extreme heat exposure. Younger generations in low-income countries are expected to experience the greatest increase in lifetime exposure. Researchers said the findings could help improve heat-warning systems, strengthen assessments of health risks and support climate adaptation efforts. (By Helen Mo, intern Liu Shuangjing)
。 8月24日消息,Hardware Unboxed近日使用慢动作摄像机对AMD FSR 4帧生成技术进行了帧节奏测试,结果显示FSR 4存在严重的画面抖动问题。
帧生成技术的原理是在两个真实渲染帧之间插入一个AI生成的中间帧,从而把帧率翻倍,比如基础帧率60fps,开启帧生成后输出120fps。 但这里有一个关键前提,真实帧和生成帧必须均匀交替显示,每帧在屏幕上停留的时间应该大致相同,玩家才会感受到流畅的120fps。

二 | 如果两帧的显示时长不一致,画面就会出现肉眼可见的卡顿和抖动,帧率数字再高也没有意义。 Hardware Unboxed用慢动作摄像机逐帧拍摄后发现,RX 9070 XT在开启FSR 4帧生成时,真实帧和生成帧的显示时长严重不均,一帧在屏幕上停留的时间大约是相邻帧的四倍。这意味着生成帧几乎一闪而过,玩家实际观感更接近60fps而不是120fps。

三 | 测试覆盖了多款游戏,没有一款能做到均匀的帧节奏,其中《战神:诸神黄昏》《赛博朋克2077》《四海兄弟:故乡》《刺客信条:黑旗重制版》《生化危机安魂曲》《心灵杀手2》和《红色沙漠》表现最差,《无主之地4》和《乐高蝙蝠侠:黑暗骑士遗产》情况稍好但问题依然存在。 开启垂直同步也无法解决,Hardware Unboxed在部分游戏中测试了垂直同步配合帧生成的方案,帧节奏问题没有任何改善。 而且这个问题似乎并非FSR 4独有,据报道,AMD从FSR 3引入帧生成技术时就存在同样的帧节奏缺陷,至今没有修复。
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