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PresentMon: measure both frame throughput (fps) and latency

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PresentMon: measure both frame throughput (fps) and latency

Postby Vleeswolf » 14 Jul 2019, 01:20

Hi Busters!

I haven't seen PresentMon mentioned here. It's a tool, originally by Intel, now open source, which tracks frames as they are presented by a game. It records frame statistics such as frames presented per second, frames displayed per second, but also latency of frames from present to display. Basically, it can easily show you the input lag component often used to motivate framecapping below the refresh rate (see the gsync article on this site). On a game like Dark Souls III for instance, in it's basic 60hz config, has a 40-50ms latency due to (edit) GPU work and frames being queued after present. If you cap using RTSS to 58hz the latency drops to around 4-5ms. It's pretty useful to see this in action, without having to measure using a high-speed camera. Of course the camera approach will still give you a more complete picture of the input lag.

It's easy to get and run, just download the .exe released at their Github site (https://github.com/GameTechDev/PresentMon/releases) and run it from a command line window. If you run with no parameters it will track all processes and generate lots of csv files with output. If you don't want those csv''s, just use the "-no_csv" flag. Best then to put the window on a second monitor so you can see the frame throughput and latency of the game in real-time.

Useful tool in the toolbox, I think.
Last edited by Vleeswolf on 14 Jul 2019, 03:54, edited 2 times in total.
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Re: PresentMon: measure both frame throughput (fps) and late

Postby crossjeremiah » 14 Jul 2019, 03:17

I tested with dolphin. I hope this seems accurate .
60hz(VT2810)
Scanline Sync 1x(1169) + Frame rate limit + Vsync On (0.01) = 16.81MS
Scanline Sync 1x(1169) + No Frame Limit + Vsync off = 0.25ms!!!!!
Last edited by crossjeremiah on 14 Jul 2019, 20:11, edited 3 times in total.
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Re: PresentMon: measure both frame throughput (fps) and late

Postby Vleeswolf » 14 Jul 2019, 03:25

This a great blog post on the topic:
https://jackmin.home.blog/2018/12/14/sw ... t-latency/
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Re: PresentMon: measure both frame throughput (fps) and late

Postby crossjeremiah » 14 Jul 2019, 06:57

It's pretty good to see if youre getting the reduced input lag with the current scanline sync value.
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Re: PresentMon: measure both frame throughput (fps) and late

Postby 1000WATT » 14 Jul 2019, 09:52

crossjeremiah wrote:
60hz (xl2430t) = 21ms with scanline sync + vsync (0.01) method
60hz (aw2518h) = 16.82ms with scanline sync + vsync (0.01) method

Where do you get these numbers?
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Re: PresentMon: measure both frame throughput (fps) and late

Postby crossjeremiah » 14 Jul 2019, 11:33

I tested vsync and scanline syncs and different refresh rates in dolphin
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Re: PresentMon: measure both frame throughput (fps) and late

Postby 1000WATT » 14 Jul 2019, 12:30

crossjeremiah wrote:I tested vsync and scanline syncs and different refresh rates in dolphin

MsBetweenPresents MsBetweenDisplayChange MsUntilRenderComplete MsUntilDisplayed :?: what exactly?
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Re: PresentMon: measure both frame throughput (fps) and late

Postby crossjeremiah » 14 Jul 2019, 15:59

i just ran the program when i ran dolphin and it told me the latency
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Re: PresentMon: measure both frame throughput (fps) and late

Postby Vleeswolf » 14 Jul 2019, 17:23

In the window you run PresentMon from it will output stats for all active swap chains. For example:

presentmon.png
presentmon.png (6.91 KiB) Viewed 171 times


The number in red is what crossjeremiah is probably reporting. In the CSV, this is the MsUntilDisplayed column.
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Re: PresentMon: measure both frame throughput (fps) and late

Postby Chief Blur Buster » 14 Jul 2019, 18:57

Great latency analysis tool!
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