Why get hung up on that? Other sites went and played the game for a good number of minutes and showed their findings. I thought we were all trying to get away from pre-canned repeatable benchmarks which are known to be optimized by IHVs. What I want to see is a 30 minute session in a 40+ player populated map focusing on frametimes. Is that unreasonable?
There's a desire to have benchmarks that aren't being specifically optimized for.
Programs that don't give repeatable results are random number generators, not benchmarks. Finding methodology errors or unforseen circumstances becomes an intractable problem because so much of the experimentation is no longer controlled.
It becomes uncertain if you are benchmarking the card, drivers, netcode, player choices, and ISP.
Can it be done to give a sort-of okay answer? To a certain degree, maybe. The percentages in question aren't always big enough to show very well, but that is a data point as well.
With sufficiently large data sets (multiple long runs, statistical analysis) and some kind of standard player script, it might give something more quantitative, but does that sound like something that is going to be practical for most sites?
The in-house tools that simulate server load eliminate a bunch of the unknowns, but it doesn't sound like those are coming out.
It doesn't seem likely that the online service would appreciate players faking traffic for their own benchmarking purposes, either.
Developers themselves talk in terms of frametimes not bullshit FPS numbers. So I must wonder, what happened to the holy crusade to educate and steer the world in that direction? Mantle is pretty much the poster case where you'd want to see testing done that way. Or do we have to wait until Nvidia urges some websites to do it because they have an advantage in it?
You sound pretty confused here gkar... not sure where to start.Developers themselves talk in terms of frametimes not bullshit FPS numbers. So I must wonder, what happened to the holy crusade to educate and steer the world in that direction? Mantle is pretty much the poster case where you'd want to see testing done that way. Or do we have to wait until Nvidia urges some websites to do it because they have an advantage in it?
Haha, well said. Regardless of how much good or bad Mantle does in BF4 multiplayer, it is not a usable case for analysis by the tech press without better (engine) tools. Single player and other games will have to fill that need.Programs that don't give repeatable results are random number generators, not benchmarks.
Unless there are more data, I would take all these MP numbers with grain of salt, which brings up a question... not to look down the hard works by AMD, Frostbite's repi@company, and DICE, but perhaps BF4 isn't a great title to showcase Mantle,
There is also data of golem.de, i7-3770K, 290X, Win8.1 (instead of Win7 as PCGH used), Siege of Shanghai, Ultra setting with FOV 90°:Just to point out couple interesting numbers here, both PCLab.pl and PCGamesHardware happen to have a test with the same multiplayer map (Siege of Shanghai), same hardware (i7-4770K and R9 290X), and same settings (Ultra @1080P).
In DX, both have similar frame rates that form a pretty good baseline:
PCGamesHardware: 63
PCLab.pl: 64.5
In Mantle, PCGamesHardware's nearly doubled, while PCLab.pl's even below GTX 780 (83.8)
PCGamesHardware: 121
PCLab.pl: 81.5
Unless there are more data, I would take all these MP numbers with grain of salt
There is also data of golem.de, i7-3770K, 290X, Win8.1 (instead of Win7 as PCGH used), Siege of Shanghai, Ultra setting with FOV 90°:
DX11.1: 63.8 fps
Mantle: 112.2 fps
Appears to be pretty consistent with the PCGH numbers, considering the slightly slower CPU (lower fps with Mantle) and the slightly faster DX11.1 path of Win8.1 compensating this under DX. And they also ran different resolutions, so one sees that it is pretty much CPU limited up to 1080p (without MSAA).
By the way, they also described their procedure. They always take the same route and average five runs excluding outliers.
You have clearly never played or benchmarked BF4 multiplayer... it's completely impractical to expect any sort of convergence over practical time periods or player behaviour. Hell the game is probably patched faster than you could get any sort of reasonable result.use standard statistical models with sufficiently large enough sample size ( you can work this out as you go based on the normalisation of variances). Hell a bell curve of frame times would give a good level of accuracy.
Definitely not the case in practice . There's a huge variety to what happens depending on the players and actions in the game. Even just simple stuff like if and when the levolution stuff gets triggered (which someone could maybe control for...) to much more dicey stuff like how much people feel like camping out areas, relying on certain vehicles and weapons, etc. It doesn't all average out at all... you have games at both ends of the scale from crazy non-stop action to sniper duel stalemates and everything in between.The large number of players may actually help as their actions average out to some extent, in some sense it's inherently a sample size of 63 for a single run.
Reviewers could get 63 of their friends to do the exact same thing in each run.You have clearly never played or benchmarked BF4 multiplayer... it's completely impractical to expect any sort of convergence over practical time periods or player behaviour. Hell the game is probably patched faster than you could get any sort of reasonable result.
Performance just depends a hell of a lot more on what you and the other 63 people are doing than what graphics API is in use. You'll never successfully de-tangle the two without better control. Even if you did to your satisfaction, you're not going to convince me that you have
Hehe, maybe if they all banded together to do a benchmark...Reviewers could get 63 of their friends to do the exact same thing in each run.
clearlyYou have clearly never played or benchmarked BF4 multiplayer... it's completely impractical to expect any sort of convergence over practical time periods or player behaviour. Hell the game is probably patched faster than you could get any sort of reasonable result.
Performance just depends a hell of a lot more on what you and the other 63 people are doing than what graphics API is in use. You'll never successfully de-tangle the two without better control. Even if you did to your satisfaction, you're not going to convince me that you have