Testing Methodologies Explained
Main Test System
Processor: Intel i7 3930K @ 4.5GHz
Memory: Corsair Vengeance 32GB @ 1866MHz
Motherboard: ASUS P9X79 WS
Cooling: Corsair H80
SSD: 2x Corsair Performance Pro 256GB
Power Supply: Corsair AX1200
Monitor: Samsung 305T / 3x Acer 235Hz
OS: Windows 7 Ultimate N x64 SP1
Acoustical Test System
Processor: Intel 2600K @ stock
Memory: G.Skill Ripjaws 8GB 1600MHz
Motherboard: Gigabyte Z68X-UD3H-B3
Cooling: Thermalright TRUE Passive
SSD: Corsair Performance Pro 256GB
Power Supply: Seasonic X-Series Gold 800W
NVIDIA 320.29 Beta
AMD 13.5 Beta 2
- All games tested have been patched to their latest version
- The OS has had all the latest hotfixes and updates installed
- All scores you see are the averages after 3 benchmark runs
All IQ settings were adjusted in-game and all GPU control panels were set to use application settings
The Methodology of Frame Time Testing, Distilled
How do you benchmark an onscreen experience? That question has plagued graphics card evaluations for years. While framerates give an accurate measurement of raw performance , there’s a lot more going on behind the scenes which a basic frames per second measurement by FRAPS or a similar application just can’t show. A good example of this is how “stuttering” can occur but may not be picked up by typical min/max/average benchmarking.
Before we go on, a basic explanation of FRAPS’ frames per second benchmarking method is important. FRAPS determines FPS rates by simply logging and averaging out how many frames are rendered within a single second. The average framerate measurement is taken by dividing the total number of rendered frames by the length of the benchmark being run. For example, if a 60 second sequence is used and the GPU renders 4,000 frames over the course of that time, the average result will be 66.67FPS. The minimum and maximum values meanwhile are simply two data points representing single second intervals which took the longest and shortest amount of time to render. Combining these values together gives an accurate, albeit very narrow snapshot of graphics subsystem performance and it isn’t quite representative of what you’ll actually see on the screen.
FRAPS also has the capability to log average framerates for each second of a benchmark sequence, resulting in the “FPS over time” graphs we use in the FIRSt part of this review. It does this by simply logging the reported framerate result once per second. However, in real world applications, a single second is actually a long period of time, meaning the human eye can pick up on onscreen deviations much quicker than this method can actually report them. So what can actually happens within each second of time? A whole lot since each second of gameplay time can consist of dozens or even hundreds (if your graphics card is fast enough) of frames. This brings us to frame time testing and where the Frame Time Analysis Tool gets factored into this equation.
Frame times simply represent the length of time (in milliseconds) it takes the graphics card to render and display each individual frame. Measuring the interval between frames allows for a detailed millisecond by millisecond evaluation of frame times rather than averaging things out over a full second. The larger the amount of time, the longer each frame takes to render. This detailed reporting just isn’t possible with standard benchmark methods.
Frame Time Testing & FCAT
To put a meaningful spin on frame times, we can equate them directly to framerates. A constant 60 frames across a single second would lead to an individual frame time of 1/60th of a second or about 17 milliseconds, 33ms equals 30 FPS, 50ms is about 20FPS and so on. Contrary to framerate evaluation results, in this case higher frame times are actually worse since they would represent a longer interim “waiting” period between each frame.
With the milliseconds to frames per second conversion in mind, the “magical” maximum number we’re looking for is 28ms or about 35FPS. If too much time spent above that point, performance suffers and the in game experience will begin to degrade.
Consistency is a major factor here as well. Too much variation in adjacent frames could induce stutter or slowdowns. For example, spiking up and down from 13ms (75 FPS) to 28ms (35 FPS) several times over the course of a second would lead to an experience which is anything but fluid. However, even though deviations between slightly lower frame times (say 10ms and 25ms) wouldn’t be as noticeable, some sensitive individuals may still pick up a slight amount of stuttering. As such, the less variation the better the experience.
In order to determine accurate onscreen frame times, a decision has been made to move away from FRAPS and instead implement real-time frame capture into our testing. This involves the use of a secondary system with a capture card and an ultra-fast storage subsystem (in our case five SanDisk Extreme 240GB drives hooked up to an internal PCI-E RAID card) hooked up to our primary test rig via a DVI splitter. Essentially, the capture card records a high bitrate video of whatever is displayed from the primary system’s graphics card, allowing us to get a real-time snapshot of what would normally be sent directly to the monitor. By using NVIDIA’s Frame Capture Analysis Tool (FCAT), each and every frame is dissected and then processed in an effort to accurately determine latencies, frame rates and other aspects.
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