More To Come

While we were unable to complete our work with FCAT ahead of NVIDIA’s embargo, we wanted to provide an article that at least gives a brief overview of FCAT, as FCAT is in many ways itself part two of a process we started yesterday with our article and analysis of stuttering on AMD cards.

FCAT, we believe, is the next evolution of frame interval benchmarking. Where FRAPS' coarse nature does not suffice, FCAT provides a clear picture of what’s happening at the end of the rendering pipeline, giving us for the first time an automated, quantitative look at frame intervals, stuttering, and more. To be clear it is by no means a perfect tool, but as we have taken the time to lay out yesterday and today, compared to the beginning of the rendering pipeline, it is the end of the rendering pipeline that is more meaningful both for quantitative analysis, and ultimately for the users.

Speaking more directly however, FCAT is quite simply the frame interval analysis tool we have long wanted. It is the tool that will enable us to analyze stuttering, micro-stuttering, and more, in a manner consistent with our benchmarking methods and core beliefs in the scientific method. It’s exceedingly rare that we say this, but we haven’t been this excited by a new benchmarking tool in a very long time.

Wrapping things up, we will be following up this article next week with part 2 in our look at FCAT. In part 2 we will go into further detail about how to analyze the results FCAT generates, and what we’re finding across a range of video cards and games, both in single-GPU and multi-GPU configurations. So until then, stay tuned.

Enter FCAT
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  • Th-z - Wednesday, March 27, 2013 - link

    This can be time consuming and costly, but for the authenticity of FCAT's numbers, reviewers can always cross-ref with a second set of tool, e.g. high speed camera in random sections of a benchmark run to see if two results are consistent. If the stutter is really bad, a player can also detect it by eyes. My way of checking how constant the frames are is to move side to side with constant speed if it's a first person shooter (A and D in WASD config), or a controller to move left stick all the way to left or right for other types of games.
  • Kevin G - Wednesday, March 27, 2013 - link

    A couple of generic questions regarding FCAT and the extractor tools.

    I presume that the same color will appear across multiple frames on the monitor if the FPS is below 60?

    Are the colors chosen random or do they repeat in a regular pattern? IE red green blue yellow red green blue yello red green blue yellow etc.

    Does the extractor tool just use the color bar or does it attempt to determine where in a scan line a new frame starts?

    Can this be used on an Eyefinity/Surround setup? Does only one of the monitors need to be captured? What is the maximum resolution that can be captured?

    Looking at PLOT.png, there already appears to be some abnormally large spikes. Is there going to be any sort of visual inspection to verify that such oddities are just performace spike and not something erroneous going on with FCAT?

    If FCAT and FRAPS are used simultaneously, which one intercepts the Present call first to process an overlay?
  • Kevin G - Wednesday, March 27, 2013 - link

    Two more questions:

    What happens when the Present call is invokes when the color bar is being drawn on screen? IE one scan lines has the color bar composed of two different colors? Does the extractor record this as one scan line as one frame? (For example this could lead to a spike where one frame is recorded at 1080 fps on a 1080p display.)

    If FRAPS can determine the frame rate from the application's perspective and FCAT can records the frame rate at the display level, then couldn't the latency invoked by just the OS/driver be determined on a per frame basis? Determining this latency would be interesting.

    Can FCAT be used to determine the where a frame was rendered in a multiple GPU set up? IE each GPU is only allowed a specific subset of colors to use for their color bar.
  • Ryan Smith - Friday, March 29, 2013 - link

    1) A scan line cannot be composed of two different colors. A frame cannot be switched mid-line. It has to wait until the end of the line.

    2) So without timestamping and clock syncing, we would not be able to determine latency. It wouldn't be possible to easily match up frames to present calls, nor how long it took that one frame to traverse the pipe.

    3) No. FCAT cannot tell us which GPU rendered a frame. AFR is too abstracted from the rendering pipeline for that.
  • Ryan Smith - Friday, March 29, 2013 - link

    1) Correct. If the FPS is below 60, the monitor would be repeating part of a frame, so the color bar would stay the same until a new frame is finally served up.

    2) The colors are in a regular pattern of 16 colors to detect dropped frames.

    3) The extractor tool only looks for the color bar

    4) Yes, this can be used on a surround setup. You'd just capture the leftmost display. The maximum resolution right now would be 2560x1440 (the limits of the capture card), which would be part of a 7680x1440 or 12800x1440 setup.

    5) We've already taken a look at results like those. FCAT is almost dead simple; those aren't anomalies in FCAT.

    6) It would be FRAPS first, then FCAT. NVIDIA suggests starting FRAPS second, so it comes earlier in the chain.
  • wingless - Wednesday, March 27, 2013 - link

    Frame Render Ahead/Pre-Rendering (frames prepared by the CPU ahead of time)? How does this option change the outlook for SLI and Crossfire? The Battlefield 3 community is saying if you change this value to 0 or 1 versus the default value of 3, game play is smoother. I've done it myself on my old HD 4870 Crossfire setup on a i7-2600k+Z77 system and it does seem to help.

    Does this pre-rendering affect the amount of runt frames on an SLI/Crossfire configuration?

    What is the affect of different CPU/Chipset combinations. At one point folks used to say AMD system felt smoother, despite showing lower FPS.

    Thanks for your analysis!
  • marc1000 - Wednesday, March 27, 2013 - link

    so, this new method requires a PCIe card to capture the video? is that correct?
  • bobbozzo - Wednesday, March 27, 2013 - link

    It requires a capture card, and the capture probably needs to be done in a different computer, otherwise game performance would suffer.
  • Ryan Smith - Friday, March 29, 2013 - link

    Correct. A separate system must be running a capture card to capture the output of the test system. We're using a Datapath Limited VisionDL-DVI card.
  • HisDivineOrder - Wednesday, March 27, 2013 - link

    Soooo... not only did AMD NOT realize that this was an issue, but nVidia has known enough to worry about this particular issue for YEARS and develop a tool to detect and measure it.

    Wow, AMD. You were behind the curve BEFORE you fired all those engineers in your R&D. The more this story develops, the more sad it becomes. Damn. It's like you're a farmer who failed to realize that you have to spray your fields for insects in addition to fertilizing them.

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