Our second recommendation is to avoid benchmarking games and settings that produce excessively high frame rates. The difference between 100 fps and 300 fps might seem large, but since a display with a 75 Hz refresh rate cannot display more than 75 frames per second, the difference will be impossible to detect in practice.
The key question is this - and there is NO answer to it:WaltC said:I didn't care for the 75Hz = 75 fps comments, either, as this is easily removed as a cap by using the Cpanel to disable vsync--which is, I presume, why the option is there. So it really doesn't follow that 75Hz refresh caps you at 75 fps.
Long post warning...WaltC said:So, the bottom line is that what is missing from most reviews are credible IQ examinations (which is what everyone has known for years.) If the IQ comparison is done first in a review, to establish some kind of baseline for the comparison, then no matter how you do the frame-rate comparisons after that everything will fall into line provided the frame-rate tests are based on the data collected and conclusions reached in the IQ examination portion of the review. That's the only way to make a credible product comparison, seems to me.
What would be of much more interest to me is in having ATi lay out what it thinks a credible IQ examination should consist of--detailing what specific steps a reviewer should take in doing that and suggesting a methodology for it. It would be interesting to see them make specific suggestions just to see what their opinion of a credible method might be.
Anyway - reviewers have a tough job - they have to make judgment calls as to whether image quality is good enough, and naturally this is based on their perception of a 'good' image. Whether this agrees with what others regard as good is, of course, the root of the problem, and frequently I might not agree with their perceptions. As I spend a lot of time examining image quality as part of my work my expectations may be skewed somewhat from what is typical, so for many other readers perhaps they are right.Dodgy reviewer said:The image on the left is better because the IHV in question has reversed the polarity of the neutron flow in the primary regulators.
andypski said:Of course even if the reviewer has a highly technical understanding, are most people really interested in exactly why the images differ, and why one is 'better'? How does Joe Public with relatively little knowledge of the subject correctly differentiate between one reviewer who really knows what they are talking about, and another spouting cheap, third-hand Star Trek technobabble in order to try to appear knowledgable (or worse yet, actually believing that repeating third-hand technobabble really makes them knowledgable)?
Dodgy reviewer said:The image on the left is better because the IHV in question has reversed the polarity of the neutron flow in the primary regulators.Beam me up Scotty, there's no intelligent life down there...
Judging on past performance - never. People will always be too excited by graphs showing 500fps in Quake3 as that's something tangible, differences between images remain intangible - we simply can't provide an easy number that says which is better. Reviewers get accused sufficiently frequently of bias (by one side or the other) when simply trying to present verifiable benchmark numbers - imagine what would happen to them if they were to give victory in reviews based on something more subjective...
Just IMNSHO.
Excellent post, and an interesting perspective (that depending on one's personal level of expertise, visual artifacts may become more and more apparent and easy to spot). For example, everyone (well, except a few PS1 aficionados) was whoooed by the Voodoo1 and its incredible filtering when it was introduced. But nowadays, for most serious people, the mipmap banding of simple bilinear filtering is seen as a serious artifact. Same goes for AA/AF : before being introduced to proper AA (first RGSS AA, then good AF + RGMS AA), most people (as in general public, not talking about professionals) took jaggies, texture crawl... as granted. Now, even a small amount of aliasing is easily noticed. I suppose that in a matter of years, more people will be able to easily spot the artifacts introduced by current AF methods.
To go back to the matter of reviewers, the "repeat techno-babble" syndrome is only bound to get worse : I remember the very same people (the "guys with webpages") we are talking about being unable to grasp how AA worked, or what mipmap dithering was. I remember them hyping AGP texturing like it was the best thing since bilinear filtered sliced bread. And now, readers are expecting them to be experts on pixel shaders, floating point pipelines, and instruction branching in the vertex shader. So they can either admit their ignorance (hardly the good way to get page hits and advertising revenues), or pretend they know WTH they are talking about. Since the public is generally even less informed, it can go on for a while.
Framerate-based comparisons are a very easy "tool" for those guys with webpages (except for those who still have to learn how to position origins and scale on an Excel graph, anyway) : framerate charts are relatively easy to do, don't require any technical knowledge, and you just run the timedemo, get a coffee, and come back later for the results. Slap a couple of screenshots, add some techno-babble straight from the Press Release, copy-paste the specs, and presto, a 15 pages review just in time for the official lifting of the NDA, and some fat advertising revenue. Hence the hyping of really stupidly high framerates, which, IIRC, started around the time Q3 appeared.
Borsti said:The guide is like a pre-generated review including benchmarks, IQ results, conclusions etc.
You really think anyone could get away with that?
Heh, just wait until you see my AIW 9600 Pro review....Hanners said:Borsti said:The guide is like a pre-generated review including benchmarks, IQ results, conclusions etc.
You really think anyone could get away with that? Yes, it has some benchmarks in there (which to be honest were probably unnecessary, and very much a marketing thing), but I don't really see any conclusions being made at all in the document, particularly when it comes to image quality.
andypski said:When does image quality become the yardstick in reviews, and not FPS graphs? What minimum frame-rate do we need to achieve before we give up on speed as the differentiator and really look at what's being rendered? When does providing better image quality become a large enough factor that it 'wins' comparative reviews, even if the frame rates are a bit slower?
Framerate will never be a solved problem as long as the goalposts keep moving. That's fundamental.Entropy said:Furthermore, it is often implied that framerate is a solved problem, and image quality is "where it is at". Yet, even at only 1024x768, without AA or AF, Beyond3D reports the following average fps scores with an extremely fast host system and the fastest midrange card money can't buy just yet:
UT2003 79 fps
Splinter Cell 29 fps
Tombraider 42 fps
RTCW 67 fps
SeriousS 112 fps
Minimum framerates typically dipping to one half or a third of the average.I have to say that these framerates doesn't look like framerate is anywhere near being a "solved problem" to me given the very modest gfx-settings.
Dio said:The key question is this - and there is NO answer to it:WaltC said:I didn't care for the 75Hz = 75 fps comments, either, as this is easily removed as a cap by using the Cpanel to disable vsync--which is, I presume, why the option is there. So it really doesn't follow that 75Hz refresh caps you at 75 fps.
If you are running at 300fps, and your monitor refresh is 75Hz, how do you know all four of those frames that composes one 'monitor frame' were fully rendered and displayed correctly?
I personally do not believe it is wise to benchmark such that the average framerate is above monitor refresh. It opens up far too many avenues for downright cheating. There is even an argument that says you should avoid benchmarking where max framerate is above refresh.
Generally it's not the video card skipping frames in these cases. If the framerate drops too low, whether because the video card is heavily loaded or CPU limitations, it's not the video card skipping frames that causes the chugginess, it's the fact that so few frames are rendered at all. The application compensates for low framerates by reducing the number of frames it generates per second. Of course, this just means that animations and such proceed normally, but it doesn't do anything to alleviate the low framerates.WaltC said:Generally when enough frames are skipped the display gets choppy and chugs and stutters. So that's one way you can actually tell whether you are skipping frames.
All of this falls under what I mentioned above.There've been more than a few times where I have actually seen vsync act as a governor on the performance of my 3d card when playing a 3d game. A couple of years ago playing UT with my GF3 at the time I hit a certain area of a map where the frame rate began to chug, with noticeable stutter. Happened every time. Turned off vsync and the map section smoothed right out--smooth as butter. (The only time you can see frames "skip" is when the card stops rendering them all--that's when you get "chugging" or "stuttering" in a game--as frames are being skipped.) Had something similar occur in Wizardry 8 that was also completely cured by turning off vsync.
However, what if in the driver I actually rendered at 640x480 while pretending that I was rendering at 1024x768? My apparent frame rates would leap up by sacrificing image quality.
If a driver was discovered that did this then I'm sure there would be some kind of outcry, particularly if it only did it on benchmarks.
However if you only looked at the frame-rate graphs, and didn't examine the images produced you might think that this card was much faster than another that was behaving correctly.
Fortunately the image quality differences introduced by such an 'optimisation' would be large enough that any reviewer with half a brain should catch them.
However, maybe I don't need quite such a big gain, so maybe I can be a bit less obvious and just render at some slightly lower resolution, say 1000x730, and upscale at the back end, now perhaps I'm close enough in quality that the same reviewer wouldn't spot what I'm doing, or might regard my IQ as close enough?