The Framerate Analysis Thread part 2

resolution wise it looks fairly good possibly not being scaled tho there are borders which make it 1216x684
http://livedoor.blogimg.jp/ps360/imgs/3/a/3abab897.png
http://livedoor.blogimg.jp/ps360/imgs/5/b/5b81b6a5.png

performance wise ya the 360 is definitely performing alot better.
http://youtu.be/XpwMD4B2EYY
http://youtu.be/_JLSpDsY_JU

Yeah the performance on the PS3 is really bad which makes me think that maybe the PS3 demo is an older build than the 360's? too bad we didn't get an analysis on the second part of the demo, performance there was even worse on the PS3 making the shooting a chore at a times.

360 version runs much better, though it also drops frames in the second area but definitely not as bad as the PS3.
 
yesss! i want more superior 15-20 FPS games ... the new 30FPS is 20FPS long live this GEN.

Movie industry : we need to make jump from 24 to 48/60
Game industry: we need to make jump from 30/60 to 15/24
 
yesss! i want more superior 15-20 FPS games ... the new 30FPS is 20FPS long live this GEN.

Movie industry : we need to make jump from 24 to 48/60
Game industry: we need to make jump from 30/60 to 15/24

As long as the drops are only during the cut-scenes I wouldn't say that it's that disappointing, during gameplay at least on 360 the frame-rate is smooth.

And of course it's still a demo, this build could be old. :p
 
Might be a gamma issue or an FP10 issue during rendering. Covered in the image quality thread.
 
This is reminiscent of Lost Planet 2.
I wonder why Capcom never tries to implement soft V-sync on PS3 and rather opt out for terrible framerate.
 
This is reminiscent of Lost Planet 2.
I wonder why Capcom never tries to implement soft V-sync on PS3 and rather opt out for terrible framerate.
Eh OT a part, MT framework on ps3 remain a great mistery to me... I mean from what I see lack of a lot of things become standard (SSAO; HDR, deferred tech) but afterall continues to stay below 25 fps of average on the ps3... I see only high buffer how 'probIematic' but I don't see any others reason to give it so much troubles
 
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Trials Evolution frame rate analysis in Eurogamer (Digital Foundry): http://www.eurogamer.net/articles/digitalfoundry-trials-evolution-tech-analysis (check the videos on iPad, since Eurogamer PC video player shutters heavily on 60 fps content)

15 minutes of single player gameplay with frame rate monitoring. Solid (v-synch) 60 fps more than 99.9% of the time. Six small hiccups during that 15 minute of game play, each lasting less than half a second (fps drops to 55 fps x 1, 58 fps x 4 and 59 fps x 1).

As a developer of that game, I can say that multiplayer frame rate has more lag spikes and tearing, but it's still mostly 60 fps.
 
This is reminiscent of Lost Planet 2.
I wonder why Capcom never tries to implement soft V-sync on PS3 and rather opt out for terrible framerate.

Didn't a developer here claim that v-sync is sometimes necessary (or easier) on the PS3 to keep everything in-sync due to the additional buffers of rendering certain things on the Cell and other things on RSX?

I could be way off on this though.

Trials Evolution frame rate analysis in Eurogamer (Digital Foundry): http://www.eurogamer.net/articles/digitalfoundry-trials-evolution-tech-analysis (check the videos on iPad, since Eurogamer PC video player shutters heavily on 60 fps content)

15 minutes of single player gameplay with frame rate monitoring. Solid (v-synch) 60 fps more than 99.9% of the time. Six small hiccups during that 15 minute of game play, each lasting less than half a second (fps drops to 55 fps x 1, 58 fps x 4 and 59 fps x 1).

As a developer of that game, I can say that multiplayer frame rate has more lag spikes and tearing, but it's still mostly 60 fps.

Highly impressive sebbbi. TBH I haven't purchased it yet (something has come up that I'm trying to settle first) but I can't wait to dive into that game.
 
Didn't a developer here claim that v-sync is sometimes necessary (or easier) on the PS3 to keep everything in-sync due to the additional buffers of rendering certain things on the Cell and other things on RSX?
A dev did say that PS3 supports soft v-sync. I dno'trecall mention of that being do to additional buffers and stuff, but he was certainly quite positive on the soft v-sync as the tearing only occured in the top few lines of the frame.
 
A dev did say that PS3 supports soft v-sync. I dno'trecall mention of that being do to additional buffers and stuff, but he was certainly quite positive on the soft v-sync as the tearing only occured in the top few lines of the frame.

Yeah I remember that too. I didn't mean to insinuate that soft v-sync wasn't possible on the PS3, but instead there were benefits to keeping v-sync.

Again I could be wrong, but I recall the question coming up before and possibly joker or barbarian commenting on it.
 
Trials Evolution frame rate analysis in Eurogamer (Digital Foundry): http://www.eurogamer.net/articles/digitalfoundry-trials-evolution-tech-analysis (check the videos on iPad, since Eurogamer PC video player shutters heavily on 60 fps content)

15 minutes of single player gameplay with frame rate monitoring. Solid (v-synch) 60 fps more than 99.9% of the time. Six small hiccups during that 15 minute of game play, each lasting less than half a second (fps drops to 55 fps x 1, 58 fps x 4 and 59 fps x 1).

As a developer of that game, I can say that multiplayer frame rate has more lag spikes and tearing, but it's still mostly 60 fps.


Woah. :D That is very impressive actually.
 
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