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#1 | ||||
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Speak softly
Senior Member
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A new look at game benchmarking: Measuring multi-GPU micro-stuttering
Why FPS fails We didn't set out to hunt down multi-GPU micro-stuttering. We just wanted to try some new methods of measuring performance, but those methods helped us identify an interesting problem. I think that means we're on the right track, but the micro-stuttering issue complicates our task quite a bit. In fact, in a bit of a shocking revelation, Petersen told us Nvidia has "lots of hardware" in its GPUs aimed at trying to fix multi-GPU stuttering. The basic technology, known as frame metering, dynamically tracks the average interval between frames. Those frames that show up "early" are delayed slightly—in other words, the GPU doesn't flip to a new buffer immediately—in order to ensure a more even pace of frames presented for display. The lengths of those delays are adapted depending on the frame rate at any particular time. Petersen told us this frame-metering capability has been present in Nvidia's GPUs since at least the G80 generation, if not earlier. (He offered to find out exactly when it was added, but we haven't heard back yet.) Measuring performance in frame-time allows for several unique advantages over frame rate. You can explain why performance can feel sluggish at higher framerates because of alternating quick and slow frames. You can also compare stuttering between cards. Would you guys prefer this method of measuring performance to the standard FPS? Source: TechReport Also check out this follow-up article with video. Last edited by SSPrncVegeta : 09-15-2011 at 04:43 PM. |
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#2 | ||||
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><>
Senior Member
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Very nice article micro stutter captured on graph and video.
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#3 | ||||
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I get around
Senior Member
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Could he be looking at it the wrong way? Frames per second is a statistic that doesn't reflect standard deviation (error, distribution, whichever you prefer).
The problem with FPS is that at 300 it doesn't rule out the possibility of the machine having spent half a second on one frame, which humans perceive as 2 FPS. |
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#4 | ||||
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Speak softly
Senior Member
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Quote:
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#5 | ||||
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"Doctor"
Senior Member
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I love this. I, for one, can see micro-stuttering so I welcome this benchmarking type.
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#6 | ||||
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Speak softly
Senior Member
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I'm testing this out right now. Info in a bit.
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#7 | ||||
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No gaps. Just tuck.
Senior Member
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FINALLY someone who has accurately captured and shown microstuttering.
Someone give these people a cookie, this is great. Frame-time measurements is THE WAY TO GO. FPS cannot show this, and this is genius. Time to adapt to a new form of measurement, this makes loads of sense. Good find! |
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#8 | ||||
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Speak softly
Senior Member
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Well, Batman:AA was a poor choice because I get 200fps (usually <6ms time frame). I'll do what they did in that video and restrict the framerate with vsync.
Quote:
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#9 | ||||
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Speak softly
Senior Member
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I chose these specific part of the benchmark (near the end when the camera flies by the skull pile) before seeing the data because I could visibly detect the stuttering. And... there it is.
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#10 | ||||
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><>
Senior Member
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Great graph Vegeta.
Could you feel micro-stuttering? I wonder how far apart each frame must be for the average person to feel it. |
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#11 | ||||
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Speak softly
Senior Member
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The B:AA benchmark is a flyby, so it's more like watching a movie. Let me record myself playing, stop when I notice it, and look at the data.
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#12 | ||||
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Speak softly
Senior Member
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Here's a playthrough of the first part of the first challenge in B:AA. My games always feel like somewhat jittering when one alternating time frame is significantly different from the other. This explains why.
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#13 | ||||
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I get around
Senior Member
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Is this a SLI/XFIRE problem or do single GPU systems do it too? (perhaps in different circumstances)
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#14 | ||||
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Speak softly
Senior Member
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Quote:
This image sums it up best. Vertical variance = micro-stuttering. Notice how it's significantly less on the single-GPU 6970? Even though the 6990 is performing better, it's stuttering like crazy. A consistent, somewhat longer time frame is more important than varying, faster time frame performance. Image is from page 4 of the article. |
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#15 | ||||
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Running System Stock
Forum Newbie
Posts: 0
Last Seen: 11-01-2011
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it would be nice to see if there's a difference between nvidia and ati in this aspect
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#16 | ||||
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Speak softly
Senior Member
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Someone with two Nvidia GPUs... GO!!
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#17 | ||||
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Menior Sember
Senior Member
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Vegeta, give these leaked 11.9's a shot. I'm interested to see if anything is different, however unlikely.
http://www.guru3d.com/news/amd-catal...out-for-grabs/ |
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#18 | ||||
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Speak softly
Senior Member
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Why would 11.9 fixed an issue that's been in Crossfire and SLI since their debut? I'll give them a try and post my results, but I doubt they'll do anything close to fixing the problem.
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#19 | ||||
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Overclocker
Senior Member
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The first time I used crossfire on 2 6870s(Q6600 Abit P35 system), I've encountered micro-stuttering, I was running way more than 60 FPS(using fraps) but it did not look like smooth 60 FPS. I thought it was maybe because one card was running 16x and the other was 4x.
Upgraded to sandy bridge p67 platform(8x,8x), that problem is gone. |
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#20 | ||||
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Extreme Overclocker
Senior Member
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Great article SSPrncVegeta. Thanks for hooking us up.
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