The Framerate Analysis Thread part 2

PS360,

Thank you for all your efforts in providing objective analysis for various games.

I do have a request. If you have GT5:p would you mind doing a couple of laps on the London track and try to stay in the pack. Make some contact if need be. I'm curious to see how the framerate holds up in that game.
 
Wolfenstein DEMO

360 http://zoome.jp/ps360/diary/409/
PS3 http://zoome.jp/ps360/diary/410/

360 Average(29.274) Tearing(7.989%) Min-Max(17.0-30.5)
PS3 Average(28.238) Tearing(0.000%) Min-Max( 9.5-31.0)

Ouch, min FPS dropping down to single digits in a FPS isn't a good thing. I'm wondering what heavy firefights will be like? If anything, that definitely needs some optimizing. I'm wondering if they just didn't bother to do a good port to PS3 or what the technical reasons are for that large drop.

Regards,
SB
 
Ouch, min FPS dropping down to single digits in a FPS isn't a good thing. I'm wondering what heavy firefights will be like? If anything, that definitely needs some optimizing. I'm wondering if they just didn't bother to do a good port to PS3 or what the technical reasons are for that large drop.

Regards,
SB

You have to see the videos and histograms to get a real feel for it. Both mins come at the same time, the player zooms in on some guy spraying a blue particle gun. The means and distribution of fps are similar, I'd say this was a good port. The problem with a min is it could be an outlier and could mislead people. The PS3 seems to be using triple buffering too, no tearing.
 
You have to see the videos and histograms to get a real feel for it. Both mins come at the same time, the player zooms in on some guy spraying a blue particle gun. The means and distribution of fps are similar, I'd say this was a good port. The problem with a min is it could be an outlier and could mislead people. The PS3 seems to be using triple buffering too, no tearing.

The histograms kinda back what Joker said about why 360 devs prefer double buffer over triple. As you can see, the 360 has a more consistence frame-rate.
 
Just noticed Lens of Truth appears to have just brought on their own framerate analyzing program, so now we have another source.
 
The histograms kinda back what Joker said about why 360 devs prefer double buffer over triple. As you can see, the 360 has a more consistence frame-rate.

I must be missing something, how would the distribution say anything about double versus triple buffering? While the histogram graph is pretty poor quality, the two don't look all that different - otherwise the means would be more different.

I doubt the lack of triple buffering on the 360 is due to preference, but I don't want to rehash Mazer's argument.
 
Is this just a weird confluence of the stars? It seems that while the past year+ the PS3 has had less tearing in general. But, recently more and more cross plat games are showing more tearing on PS3? Are more devs just moving away from triple buffering? Or just a weird confluence of games not featuring it? IE - a bump in the road.

Regards,
SB
 
Is this just a weird confluence of the stars? It seems that while the past year+ the PS3 has had less tearing in general. But, recently more and more cross plat games are showing more tearing on PS3? Are more devs just moving away from triple buffering? Or just a weird confluence of games not featuring it? IE - a bump in the road.

Regards,
SB
Forgive my reply but in the past more & more games on the ps3 showing more low res, low texture and here we go... I think at least is a step forward...
 
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Is this just a weird confluence of the stars? It seems that while the past year+ the PS3 has had less tearing in general. But, recently more and more cross plat games are showing more tearing on PS3? Are more devs just moving away from triple buffering? Or just a weird confluence of games not featuring it? IE - a bump in the road.

You lost me as always. What games had triple buffering on PS3 in the past?
If anything triple buffering seems to be much more common (from 0 to 3-4?) now, which may have something to do with more available memory.
 
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