A context aware interpolation with less overhead is a cool technology as compared to context unaware averaging. How that ends up implemented in various engines is a different topic.
Depends what you want to render. High fps requirements in conjunction with movement where the human eye is the bottleneck is a perfect interpolation case. In such a case the bad frames aren’t really seen.
More or less there are 2 clear use-cases: Foss trade system not centrally controlled by the game, and cross-game usage of a token. Neither is reliably implemented by a single company or centralized db.
What’s the point… It’s a bespoke device with bespoke software. Render at native…