The Framerate Analysis Thread part 2

Nice to see they analyzed Trials HD too, and chose the largest track in the game for the analysis source. I was wondering if the analysis tools show full 60 fps, and how well the v-synch lock works in practice on various HDTVs. According to this analysis it seems to be perfect tearless 60 fps. Except after the level finish line. We intentionally put huge explosions after many track finish lines to promote the track finish. In the final game optimization phase we didn't optimize the level ending effects at all, because we kind of liked the slow motion effect. And that is visible in the analysis as well. All gameplay in the full version too is perfectly v-synch locked 60 fps. I am personally very nit picky on frame rate issues, and we spent a lot of time to verify that all our levels run at constant 60 fps without dropping a single frame.

I am not myself a huge supporter of triple buffering as it adds a slight bit more input lag. We made several technical choices to reduce input lag in Trials HD, but still our new fully multithreaded game engine provides approx 0.5 frames more input lag compared to our old single threaded game engine.

Nice job on that Sebbi.

I will say that input lag is far less noticeable in games that aren't FPS or TPS. It's only hugely noticeable when using a mouse where there's a more direct feeling of connection between hand movement and what should be happening on screen.

With Joysticks/gamepads I don't notice input lag nearly as much.

Regards,
SB
 
Except after the level finish line. We intentionally put huge explosions after many track finish lines to promote the track finish.
I didnt watch the vid, but slowdown due to particles or lights. Now since this is a deferred renderer the lighting shouldnt affect it that much, deom screenshots ive seen, personally I believe it was a mistake going with deferred for your game (theres no MSAA is there?) forward rendering could of achieved what you have there also at a solid 60fps.

One thing about the camera position angle, since this bothers me always. Cinematic to show off the graphics vs funtional to make the game easier to play. Did you try multiple cameras positionings out on various game testers?

I am not myself a huge supporter of triple buffering as it adds a slight bit more input lag.
good to hear you say this,
 
Does the 360 version of Star Wars The Clone Wars: Republic Heroes (demo) have v-sync?

I noticed the PS3 version of the demo has very bad tearing. I'm curious if the 360 just has a better refresh or if it has v-sync.

* im not sure if this should have gone in here or in the framerate analysis thread (part 2). If it's in the wrong place & needs to be moved sry.
 
Does the 360 version of Star Wars The Clone Wars: Republic Heroes (demo) have v-sync?

I noticed the PS3 version of the demo has very bad tearing. I'm curious if the 360 just has a better refresh or if it has v-sync.

* im not sure if this should have gone in here or in the framerate analysis thread (part 2). If it's in the wrong place & needs to be moved sry.

Fixed, I'm wrong .
 
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