Re: Frame time differences between NVidia and AMD?
Posted: 24 Nov 2020, 18:50
Throwing more healthy logs into the fire (instead of gasoline fuel)...
The reviewer art of measuring microseconds is still in its infancy. It’ll eventually get better, and critiques are definitely deserved (but not blanket disdain), while fully respecting reviewers.
Some are just end users like many forum members, who are striving to do more, and sometimes they are using blunt hammers instead of surgical tools of the trade, gets the job done (erratic 400fps is still better than a smooth 5fps of 386SX-16 days playing Test Drive, Flight Simulator or Wing Commander).
While brute fps is not useless, we remember the days of flawed framepacing — like some that were seen during the CrossFire/SLI days. But even after that was mostly fixed, many smaller jitter problems remain. But framepacing is an increasingly bigger problem in the refresh rate race to retina refresh rates, when gametime:photontime jitter can be caused by so many things (programmer, OS, engine, drivers, etc) and becoming more visible at higher Hz, etc.
Adding useful link:
The Amazing Human Visible Feats of the Millisecond, including a few situations where microseconds cascade to human-visible side effects.
By all means, it is not complete, but it is a masterclass of unintended consequences for the refresh rate race to retina refresh rates, where the Vicious Cycle Effect lifts the veil (higher Hz and resolutions revealing tinier-temporal side effects more easily, including those accumulated “deaths by millions nanoseconds” combining in unforeseen and unintended to create human perceptible consequences)
The reviewer art of measuring microseconds is still in its infancy. It’ll eventually get better, and critiques are definitely deserved (but not blanket disdain), while fully respecting reviewers.
Some are just end users like many forum members, who are striving to do more, and sometimes they are using blunt hammers instead of surgical tools of the trade, gets the job done (erratic 400fps is still better than a smooth 5fps of 386SX-16 days playing Test Drive, Flight Simulator or Wing Commander).
While brute fps is not useless, we remember the days of flawed framepacing — like some that were seen during the CrossFire/SLI days. But even after that was mostly fixed, many smaller jitter problems remain. But framepacing is an increasingly bigger problem in the refresh rate race to retina refresh rates, when gametime:photontime jitter can be caused by so many things (programmer, OS, engine, drivers, etc) and becoming more visible at higher Hz, etc.
Adding useful link:
The Amazing Human Visible Feats of the Millisecond, including a few situations where microseconds cascade to human-visible side effects.
By all means, it is not complete, but it is a masterclass of unintended consequences for the refresh rate race to retina refresh rates, where the Vicious Cycle Effect lifts the veil (higher Hz and resolutions revealing tinier-temporal side effects more easily, including those accumulated “deaths by millions nanoseconds” combining in unforeseen and unintended to create human perceptible consequences)