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Fraps Frametime (similar to TechReports methods) Viewer application released. - Page 5

post #41 of 45
Quote:
Originally Posted by mtcn77 View Post

Can you try to lower fps setpoints? I'm speculating delayed frames are causing cataclysmic bottlenecks in the gpu pipelines. Noticable stuttering should hypothetically be alleviated by providing more time interval as long as those spikes linger.

Here's DFC at 35fps:



The scale is different because I liked to see the detail a bit better. What I can say is that it was better, but still stutters very bad.

There is something wrong here, that's for sure. The stuttering is worse on the first run and even then it gets better near the end. The second run is better from the start, but still not even remotely smooth. It's not universal though, Heaven and Crysis 2 are as smooth as they can.
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post #42 of 45
Thread Starter 
Well metro stutters horribly on any card... It's incredibly unoptimized with DOF and Tessellation on i bet even Sli 680's that people claim run smoother would stutter in it. Not a good benchmark for Smoothness at all.
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post #43 of 45
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post #44 of 45
Quote:
Originally Posted by grunion View Post


That looks fairly good, now I don't so bad about picking up a 7970 with CF coming my way next year.
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post #45 of 45
Okay, triple buffering does something screwy with the Fraps frametimes. I just did some runs, and here's what I got (I added fake frames at the end to get the scales the same).

Vsync Off:


Double buffered Vsync with FPS above refresh:


Double buffered Vsync with FPS below refresh:


Triple buffered (D3DOverider forced) below refresh:


And for completeness, Triple buffered Vsync on above refresh:
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