The Framerate Analysis Thread part 2

Thanks for all your hard work grandmaster. Megaupload has pulled the first set of videos for you post on COD4. I can't say that I didn't expect the COD4 analysis to turn out the way it did, but the difference is almost impossible to notice without the equipment you use. I hope Infinity Ward keeps up the good work in the future.

That was actually an HTML bug, which has been fixed, so both sets of files are available. I'm going to re-host all my videos somewhere a little more friendly.
 
I have removed the first OT posts and issued warnings with short fuses. Anyone wanting to get locked out of this board can carry on ignoring the Rules of Engagement...
 
I know that you all know that installing a game shouldn't have any effect on the framerate. Would it be possible to test a game before/after install just so we can say definatively?

The question is going to pop up anyway so perhaps it might be a good time to answer it with NXE out and about soon.
 
For a refresher on frame rate analysis, I've written a new blog entry:

http://www.digitalfoundry.org/blog/?p=167

It includes a Gears of War 2 analysis - one clip only - showing gameplay mostly at 30fps (with fluctuations, not v-locked), cut-scene at 20fps and an overall 21.7% torn frames from the 60Hz output. Most of the single-player campaign is unlocked and I can find some time to do more analysis if people ask for specific points within the game.

I mostly noticed the framerate being affected when on Horde and using the weapon that shots the down bombs from the air(forgot the name).
 
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Many developers are letting the screen upper pixel rows tear on purpose. Most TV sets are configured to slightly overscan the input image by default, making these pixel rows invisible. Some developers are even rendering the screen slightly smaller on y-direction as it's a waste to render something that is likely not even visible.
 
Update on a more useful/accurate video-based frame rate analysis method. Needs a bit of work but we're getting there :)

http://www.digitalfoundry.org/blog/?p=301
I admire your hard work and patience with your tests which are the best on the whole Internet, really.

You wouldn't believe how many games' comparisons are being made that invoke the possibility that bias may merely be an unquestionable preference that fans choose their favourite company whenever they face equal or nearly equal results.

Btw, the new Far Cry 2 triple format face off is out....

http://www.eurogamer.net/article.php?article_id=320719
 
I'd like to do a piece specifically about that game, and not just about its frame rate, because it's a marvel in every sense. I'll drop Housemarque a line and see if they will assist.

With regards the frame rate analyser, it's a command line based tool the dumps out a .txt file telling you how much different in terms of percentage one from is to the next. The new extension to the tool is also command line based, and pumps out a hugely customisable graph as a TIFF sequence with an alpha channel based on the original .txt dump. Simply overlay the original clip in After Effects with the TIFF sequence and there you go.

In the case of the format comparison graphs, this is basically going to look like this. A composite of both versions running side by side with graph overlays.



What's interesting about it, as this shot shows, is that while average frame rates on cross-format games generally favour 360, we can see from this shot that there are some instances where PS3 performs more smoothly.

I'm hoping that we'll be able to understand game performance a lot more with this tool.
 
The new Resident Evil 5 demo has been released for 360 in Japan. A lot of people have been complaining about severe screen tearing throughout the demo and I have noticed this as well.
 
There was an issue with Dead Rising where there'd be constant screen tearing with the VGA cable, but none through component.
 
In all the rush to take my holiday I forgot to update here with the frame analysis on my blog for Far Cry 2 and Call of Duty: World at War.

The latter in particular is intriguing in that while there is a clear and palpable frame rate advantage to the 360 code, there are scenarios where it dips below the PS3.
 
There was an issue with Dead Rising where there'd be constant screen tearing with the VGA cable, but none through component.
There is problem with Capcom engine ,a small bug: if on xbox you choose ''optimal'' resolution 1280x720 on 32 LCD (checked on Philips 32PW5331 1366x768) via HDMI in all Capcom games will be constant screen tear,the problem disappears in 720p mode
 
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