In the overscan area, how shifty said, for the most of the time, from what I can to see...True...can you tell where exactly the tearing occurs ?
For all you know it could well be in the overscan area (as Shifty suggested).
In the overscan area, how shifty said, for the most of the time, from what I can to see...True...can you tell where exactly the tearing occurs ?
For all you know it could well be in the overscan area (as Shifty suggested).
Cutscene Comparison
360 Avg:24.013fps Min-Max:19.5-30.0fps Tear: 0.440%
PS3 Avg:24.485fps Min-Max:17.5-31.5fps Tear:39.482%
http://www.youtube.com/watch?v=DdNbLRR998Q
GamePlay
360 Avg:26.490fps Min-Max:15.5-30.0fps Tear:26.231%
http://www.youtube.com/watch?v=q6KfLWIytVU
PS3 Avg:25.763fps Min-Max:15.5-30.5fps Tear:40.146%
http://www.youtube.com/watch?v=lS6jopekTO4
... Its strange but the performance on PC is absolutely fantastic.
Even a high end PC from 2006 runs circles around any console so it aint that strange.
It might sound harsh but as far as I'm concerned the game just isn't in a shippable state on consoles.
Even a high end PC from 2006 runs circles around any console so it aint that strange.
It should be that way when they optimise for PC taking perfomance ratio and capabilities into account. Sure they could shape it up a bit more but no miracles.
I believe grandmaster suggested to PS360 earlier in this thread that he should account for the overscan tearing somehow. It's a tricky one. Probably needs two numbers, one for absolute tearing, and one for tearing past the top however-many-lines where it's not really noticeable.
I suggest he uses a different number based on where the tear is, i.e multiplying it with a value from a lookup table:
Or a curve similar to this. A proper tear would be fully counted while tears around the edges would be a lot less weighted.
Such analysis is possible.
http://www.youtube.com/watch?v=DVOP_Gxa7NU
http://www.youtube.com/watch?v=p2hdpiRaBxA
360 Avg:24.013fps Min-Max:19.5-30.0fps Tear: 0.440%(0.397%)
PS3 Avg:24.485fps Min-Max:17.5-31.5fps Tear:39.482%(2.213%)
Over Scan Area
Top:7dot + Bottom:7dot
Is that the new tear % sans overscan or the amount of tearing in the overscan?
I suggest he uses a different number based on where the tear is, i.e multiplying it with a value from a lookup table:
A thought just occured to me about a visual presentation for framerates. If you group framerates by perceptually similar, maybe 5-ish frame groups, you could have a chart of distribution. You could then present this with colour intensities, or a distribution graph. This'd give an at-a-glance view of stable framerate (tight distribution, only one or two bars/peaks), variable framerate (broad distribution), 30 fps locked with a little dip (major peak around 30fps, some area underneath), and occassional severe dips (peak in the low end). A game could be given a framerate profile, and this could be fairly compared against other titles including from the same engine.I shy away from average frame rates stats these days because context really is king. We can have game X at 29.5fps and its other console equivalent at 29.2fps and we can still see huge differences at crucial points: the longer your clip the more averages average out.
it's sans overscan.