The Framerate Analysis Thread part 2

I see they made it 30FPS cutscene [PS3] vs 60FPS [360] ...not so cool :|

Not really, the frame rate on the 360 varies from 60 to 30. It's good that it doesn't go below 30 but you can tell right away that the lighting in the old man's shop is better than what is shown on the 360. There are some other weird things like the two ships shown at the beginning different but that isn't for this thread though.
 
Not really, the frame rate on the 360 varies from 60 to 30. It's good that it doesn't go below 30 but you can tell right away that the lighting in the old man's shop is better than what is shown on the 360. There are some other weird things like the two ships shown at the beginning different but that isn't for this thread though.
It isn't only the light, ps3 version has a lot more graphic improvement compared ng 2. I think is normal the 30 fps 'gap'. The only thing is the tearing here, much more & slowdowns not totally solved.
 
I'm so regret to inform fps slowdowns problems is present in ngs 2 demo too on the ps3 after all. In particular setting in an higher difficulty is almost unplayable in some moments. :cry:

I have it on good authority that the demo is not based on the final code. That one has far less tearing and a much more consistent frame rate. Try switching the resolution to 720p, and it'll run smoother (the demo at least).

I think you're referring to the area underneath the cherry blossoms, no? The frame rate does drop down quite a bit on Master Ninja.
 
I have the demo now and it has a realtime attract mode. We can record it and compare the output render modes.
 
I have it on good authority that the demo is not based on the final code. That one has far less tearing and a much more consistent frame rate. Try switching the resolution to 720p, and it'll run smoother (the demo at least).

I think you're referring to the area underneath the cherry blossoms, no? The frame rate does drop down quite a bit on Master Ninja.

Yup. So the final code has a lot less tearing. Well I hope.
 
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NINJA GAIDEN 2 & SIGMA DEMO GAME PLAY

360 http://zoome.jp/ps360/diary/384/
PS3 http://zoome.jp/ps360/diary/385/

PS3 Average(58.067) Tearing(10.596%) Min-Max(49.5-60.0)
360 Average(59.077) Tearing( 4.627%) Min-Max(49.5-60.0)

Interesting. Are you getting the game? If so, a final version analysis should be more interesting since the final Sigma 2 code is reportedly more stable than the demo and the 360 code. It felt as if the 360 demo was more consistent, so it's a bit surprising.
 
Cool, this means no performance drop for 1080p software upscale? :D
That is great news. Although, from your example, there is a performance drop, although only 0.046% :LOL:

If the resolution (like quaz51 said) is indeed 720p native, upscaled to full hd: then all the
"ps3 can only do horizontal software scaling"/ "ps3 scaler is broken"-fud from the past will turn out to be false.

The scaler is broken. That isn't "fud". It does only scale horizontally. The solutions being employed involve software, or a combination of both software and hardware. Burnout Paradise for example, scales 1280x720 to 960x1080 before using the hardware scaler to give 1920x1080.
 
The solutions being employed involve software, or a combination of both software and hardware.


It's broken, unless you use it?
The rules are that a hardware scaler must work in both directions, otherwise it will be labeled as broken. Thanks for clearing that up :p
 
It's broken, unless you use it?
The rules are that a hardware scaler must work in both directions, otherwise it will be labeled as broken. Thanks for clearing that up :p

...it doesn't work in both directions BECAUSE it's broken. Not by design.
 
hmmm, didn't MS and Tecmo say about NG2's final build being better than both the demo and preview build?

i read that on a gamespot page, and i think it's in here too.

http://reviews.teamxbox.com/xbox-360/1511/Ninja-Gaiden-2/p1/

" the reviewable debug build was not representative of what the boxed copy would offer consumers.

I was right.

As some of you may know, TeamXbox.com held off on its review of Ninja Gaiden II because of the very reason described above. Sometimes, “review” copies of games don’t quite run right; such was the case with the code of Ninja Gaiden II we had."

Any have a framerate analysis of the final build?
 
hmmm, didn't MS and Tecmo say about NG2's final build being better than both the demo and preview build?

i read that on a gamespot page, and i think it's in here too.

http://reviews.teamxbox.com/xbox-360/1511/Ninja-Gaiden-2/p1/

" the reviewable debug build was not representative of what the boxed copy would offer consumers.

I was right.

As some of you may know, TeamXbox.com held off on its review of Ninja Gaiden II because of the very reason described above. Sometimes, ?review? copies of games don?t quite run right; such was the case with the code of Ninja Gaiden II we had."

Any have a framerate analysis of the final build?
The frame rate is the same the demo. Steady in the first level but terrible sometimes progressing more in the levels , it is enough visible without analisys.
 
95% of demos are based on code that's final, or code so close to final you won't be able to tell the difference. I rarely buy into this "the final game will be better" stuff that's put out because the results don't back it up.

In terms of NGS2, I'm not seeing a huge difference between 720p and 1080p performance at all. The attract sequence that E2K talks about is obviously an FMV movie so can't be analysed for differences.

...it doesn't work in both directions BECAUSE it's broken. Not by design.

That is correct. You'd have to be a bit crazy to dedicate a transistor budget to a hardware scaler that only works in one direction.
 
95% of demos are based on code that's final, or code so close to final you won't be able to tell the difference. I rarely buy into this "the final game will be better" stuff that's put out because the results don't back it up.

NGS2 is one of those minor 5% cases (I suppose the 360 Burnout Paradise was one of them too). In fact, my contact was surprised that the demo was off an old build because he/she played a far more consistent version a few weeks ago. There is a chance that the western demos might be from a newer build.

I've been told that the review copies sent out are close to final with very minor differences in the frame rate on Master Ninja mode from the final retail version.

In NGII's case, it was true that the review codes sent out had a more erratic frame rate than the final game itself... which by itself says a lot.
 
The 360 demo of Burnout Paradise was made after the game was complete and most of the team was on hiatus if memory serves.

With regards Ninja Gaiden Sigma 2, its frame rate is uncapped. I'm seeing torn frames that are entirely unique, suggesting 60fps+. A bit surprised that they didn't cap at 60 to be honest.
 
Ninja Gaiden Sigma 2 can't be analysed properly (by me, any way) because unless I've made a big mistake, it spends a lot of time updating faster than 60fps. There appears to be no frame rate cap. Faster than 60fps might sound great but in reality it means more torn frames.

No frame rate cap means that FPS averages are incorrect when the game runs at 60fps+ as we only have a sample of 60fps to work with. It's the theoretical maximum.

No frame rate cap means that torn frames can be entirely unique making them pretty much impossible to find programmatically (unless ps360 has solved this one!).

Download this: http://www.megaupload.com/?d=SKML6S5Z

In the NGS-60plus sequence you see that the torn frames show no common information from one to the next. Frame rate analysis will show these to be unique frames, not torn ones.

In the NGS-sub60 sequence we see the game running under 60fps... in a couple of frames you will see tearing that has video data in common with the frame before/after it. This is how we locate where the tear is.

My tool says that NGS2 has around 10% torn frames, just as ps360's does. However, my eyes tell me it's much more than that and I guess this is the reason why.
 
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