If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
![]() |
|
|
#1 |
|
Join Date: May 2002
Location: New York, NY
Posts: 12,679
|
Anandtech has a first pass at looking at this:
http://anandtech.com/show/6862/fcat-...rking-part-1/2 It sounds interesting to me, but it's unfortunate that it just won't work for most gamers (because it requires a capture card). But I would very much like to see tools at this level used for video card reviews.
__________________
April 20, 1979 - America must never forget. |
|
|
|
|
|
#2 |
|
Member
Join Date: Mar 2012
Location: Switzerland
Posts: 691
|
Is it just me, or no one of thoses tests take the monitors or TV hardware in consideration.. because what is ouputted by a DVI, HDMI port is not what you see on your display ... as the monitor or display hardware ( till pixels show the frame ) have a delay, and so constructors have put hardware considering the latency of their hardware display for "smooth the render of frames ( or image frequency ) who take in account this.. you will never show the same results by your eyes. If your monitor have a 16ms latency ( largely considered as good in Input lag ( bad word as it is not input lag, but latencies of the display hardware ) ..
Its the problem with metering the output, as the monitor is too metering the display ( hence the increase of delay and input lag and who cant be predictable on the gpu side output as it conflict with the display " delay " ) The best monitor in term of hardware display latency ( including processing and pixel response time ) is the Asus 27" 144hz TN ( averaging in the 7.8ms ) and is nearly 4 to 5x faster to display an image of a 27" PLS or IPS ( depending the panel .. 16 to 32ms ) Last edited by lanek; 31-Mar-2013 at 15:25. |
|
|
|
|
|
#3 |
|
Moderator
Join Date: Feb 2002
Location: Taiwan
Posts: 2,358
|
Since this test is aimed at measuring the variations of frame time, latency is not the biggest concern here, especially considering the fact that most monitors only add a constant latency instead of a random latency (that would be pretty bad for a monitor in any case). Therefore, using a frame capture card can be considered as using a "perfect" monitor.
|
|
|
|
|
|
#4 | ||
|
Senior Member
Join Date: Mar 2006
Posts: 1,713
|
Quote:
Quote:
|
||
|
|
|
|
|
#5 | |
|
Member
Join Date: Mar 2012
Location: Switzerland
Posts: 691
|
Quote:
The latency of an excellent monitor is around 8ms .. most "good" monitor around 16ms ... so i ask me what happend if your frame rate variation is around 12ms.. what happend ? Can we really see it ? because the monitor will ofc delay the input of short frame and "smooth " the output .. a perfect monitor dont exist outside a capture card. ( and yet again, we admit a 5 to 10ms delay with them ( due to CPU+SSD+and streaming of the data etc ). Sorry my english is really bad today ( its hollidays ).. so im not sure i can explain it clearly. Last edited by lanek; 31-Mar-2013 at 23:04. |
|
|
|
|
|
|
#6 |
|
Senior Member
Join Date: Mar 2006
Posts: 1,713
|
I'm afraid your Easter English is a bit too much.
But let me restate: the time between a pixel leaving the GPU and the pixel getting displayed should be identical for all pixels on the screen. And it should be identical over time. The monitor may buffer it up for some reason (RTC etc) which can introduce a certain fixed amount of latency, but that's about it. There is no need for metering etc. |
|
|
|
|
|
#7 | |
|
Join Date: May 2002
Location: New York, NY
Posts: 12,679
|
Quote:
__________________
April 20, 1979 - America must never forget. |
|
|
|
|
|
|
#8 | |
|
Member
Join Date: Oct 2008
Posts: 107
|
Quote:
I thought I read somewhere that Alex Unwinder plan/interested to incorporate it in his tools? |
|
|
|
|
|
|
#9 |
|
Member
Join Date: Oct 2008
Posts: 107
|
After a second thought, grabbing front buffer might be too slow and might not be invoked at the same timing as display refresh. So yeah, a hardware capture card is required.
But I imagine the capture card's output might be forwarded to a custom directshow filter to measure the color bands on the fly so you won't need to have an array of fast SSDs for recording. |
|
|
|
|
|
#10 |
|
Moderator
Join Date: Feb 2002
Location: Taiwan
Posts: 2,358
|
Recording the frames is still valuable because you can actually see the frames to determine whether it's smooth or not.
|
|
|
|
|
|
#11 |
|
Join Date: May 2002
Location: New York, NY
Posts: 12,679
|
Well, I'd say that's mostly just useful for debugging the frame capture hardware and software used to measure the frame times.
__________________
April 20, 1979 - America must never forget. |
|
|
|
|
|
#12 |
|
Moderator
Join Date: Feb 2002
Location: Taiwan
Posts: 2,358
|
|
|
|
|
|
|
#13 |
|
Join Date: May 2002
Location: New York, NY
Posts: 12,679
|
What additional information could you glean from the screen captures that isn't in the frame times? What do you mean by "smooth" in this case?
__________________
April 20, 1979 - America must never forget. |
|
|
|
|
|
#14 |
|
Moderator
Join Date: Feb 2002
Location: Taiwan
Posts: 2,358
|
For example, if you are moving at a steady pace, with a smooth frame time, the objects in the frame should move at a roughly steady speed. However, if a game engine does not measure frame time properly, it could produce jittery moving objects, despite the frame times measured are all smooth.
|
|
|
|
|
|
#15 | |
|
Senior Member
Join Date: Mar 2006
Posts: 1,713
|
Quote:
Last edited by silent_guy; 02-Apr-2013 at 05:36. |
|
|
|
|
|
|
#16 | |
|
Join Date: May 2002
Location: New York, NY
Posts: 12,679
|
Quote:
__________________
April 20, 1979 - America must never forget. |
|
|
|
|
|
|
#17 |
|
Member
Join Date: Jan 2010
Posts: 378
|
You can also just calculate a motion vector-field to make a "motion-amplitude graph" to overlay with the other graphs, it's in video encoders and game engines since a while, just dump the info from a realtime MPEG4 encoder.
|
|
|
|
|
|
#18 |
|
Join Date: May 2002
Location: New York, NY
Posts: 12,679
|
That's not nearly as easy to do well. Game environments are quite complex, and it would be very difficult distinguishing between what sorts of motion are and aren't smooth.
__________________
April 20, 1979 - America must never forget. |
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|