grandmaster
Veteran
The red number is clearly where overscan has been clipped out. You won't introduce more tearing by clipping the sample!
you guys play consoles games without overscan? i thought people typically try to preserve as many pixels as possible
also are torn frames counted towards the frame count? because i always wondered bout that especially if a frame is drawn from the top down a couple lines updated isnt really worth much.
I found only a couple of days ago that my 32" Sammy was in 16:9 mode voer HDMI and had overscan. Switched it to pixel mapping to recover the lost pixels. But that doesn't really affect the perceptability of soft-vsync tearing, because your eyes are rarely looking at that part of the screen.you guys play consoles games without overscan? i thought people typically try to preserve as many pixels as possible.
The thing is that while position of the tear is of course crucial, of equal importance is the content of the framebuffer. If there's a tear in the top third of the screen, but the top third of the screen is basically a skybox, it's virtually unnoticeable.
Similarly if you're moving "into" the screen (for example driving straight ahead), a tear is far less noticeable than if you're turning sharp left/right, or if an explosion occurs.
I'd love to be able to put an "index" on the impact of screen tear but it's just not possible.
I am however a fan of clipping out the overscan area from analysis. The soft v-sync phenomenon occurs in a pretty big percentage of PS3 titles, making the torn frame percentage stat useless.
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.
I'm not sure I understand. Framerate is how many complete frames a game renders and sends to the screen, and not how many complete frame pixels are displayed. A 30 fps game not v-sync'd will be displaying 30 updates a second, only with a frame being rendered across multiple screen refreshes. You do see the whole frame, just the top half appears on the following frame.So if the tear consistently appears at the top in the overscan area, that means you also won't see even a portion of the frame that was in the process of being rendered.
So while the apparent tearing in game will be less, the apparent frame rate is also going to be less.
I'm not sure I understand. Framerate is how many complete frames a game renders and sends to the screen, and not how many complete frame pixels are displayed. A 30 fps game not v-sync'd will be displaying 30 updates a second, only with a frame being rendered across multiple screen refreshes. You do see the whole frame, just the top half appears on the following frame.
Yes, but that's a different phenomenum. It's quite possible for your game to render 200 frames in a second, but only display 60 refreshes with each frame made out of pieces of the rendered frames. In the case where you introduce tearing to accomodate frames not completed by the start of the next redraw, you get to see all of each frame, just chopped up over multiple refreshes. And that doesn't mean to say framerate is lower than the refresh rate - only it isn't synchronised. Instead, the backbuffer and frontbuffer are swapped after the refresh has started, with the top few lines already having been sent to the display.The situation I describe exists when your game is running higher than 60 FPS on a common LCD (where the screen refreshes 60 times a second) at which point you'll have frames overwriting other frames before they can complete. It's due to my coming from PC where it's quite common to have your game running at higher than 60 FPS.
0 16.7 33.3 50 66.7 83.3 100 116.7 133.3 150 166.7 183.3 200
0 33.3 66.7 100 133.3 166.7 200
1 34.3 67.7 101 134.3 167.7 201
Yes (or Full Screen mode for 768 panels), but it's mostly imperceptible.Isn't the overscan area visible if you have your TV set to 1:1 pixel mapping?
XBOX360 Avg:29.108fps Min-Max:19.5-30.0fps Tear:13.611%(13.378%)
http://www.youtube.com/watch?v=ZqOHK4-B1aE
PS3 Avg:28.614fps Min-Max:16.5-30.5fps Tear:0.000%
http://www.youtube.com/watch?v=pgLosqRHOC8
QTE COMP
360 Avg:29.367fps Min-Max:27.0-30.0fps Tear:12.667%
PS3 Avg:28.933fps Min-Max:25.0-30.0fps Tear:0.000%
http://www.youtube.com/watch?v=K1G6GKOpyeQ
Thanks a lot ps360.
I wonder if the tearing is in the middle of the screen or at the border of the screen, because during playing the 360 demo, I cannot remember tearing...or probably the sometimes bright background helps to hide it?