NNN2004 said:
???!! show me this superiority in one multiplatform game.
|
Army of Two = 1280x720 (no AA)
Army of Two = 1280x720 (2xAA)
Condemned 2 = 1280x720 (no AA)
Condemned 2 = 1280x720 (2xAA)
Dark Sector = 1152x640 (no AA)
Dark Sector = 1280x720 (no AA)
Fifa Street 3 = 1920x1080 (no AA)
Fifa Street 3 = 1920x1080 (4xAA)
Ghost Recon: Advanced Warfighter 2 = 1280x720
Ghost Recon: Advanced Warfighter 2 = 1280x720 (2xAA)
Grand Theft Auto IV = 1152x640 (no AA)
Grand Theft Auto IV = 1280x720 (2xAA)
LEGO: Indiana Jones = 1280x720 (no AA), 960x1080 (no AA)
LEGO: Indiana Jones = 1280x720 (2xAA)
Top PS3, bottom Xbox360.
Frame rates GTAIV : Test1
Old 360: 31.990fps
Old PS3: 26.460fps
New 360: 31.627fps (3.77% torn frames)
New PS3: 26.504fps
Test2
Old 360: 28.624fps
Old PS3: 23.452fps
New 360: 29.233fps (4.26% torn frames)
New PS3: 23.989fps
Test3
Old 360: 35.252fps
Old PS3: 29.041fps
New 360: 35.662fps (2.37% torn frames)
New PS3: 29.523fps
Test4
Old 360: 26.076fps
Old PS3: 26.081fps
New 360: 26.015fps (6.07% torn frames)
New PS3: 25.803fps
Test5
Old 360: 26.712fps
Old PS3: 23.781fps
New 360: 26.507fps (4.9% torn frames)
New PS3: 23.781fps
Test6
Old 360: 33.798fps
Old PS3: 28.313fps
New 360: 33.713fps (2.35% torn frames)
New PS3: 28.313fps
Grid:
Like-for-like comparisons
These tests are taken from the pre-event cut-scenes, generated by the game engine. Aside from the camera wobbling differently, everything is the same.
Test1- BMW Event Intro
360: 30fps (6.72% torn frames)
PS3: 28.226fps (39.52% torn frames)
Test2- Nissan Silvia Event Intro
360: 30fps (no torn frames)
PS3: 30fps (no torn frames)
Test3- Mustang Event Intro
360: 30fps (no torn frames)
PS3: 29.748fps (11.76% torn frames)
In-game tests
Basically the event is allowed to start, car accelerates full throttle until just before it hits scenery. Scenery is like-for-like, car AI introduces a variable here. But with two tests full of cars and AI in effect, it's a decent enough indication of performance cross-platform. Note that in Test5, there are no CPU cars as it's a drift challenge.
Test4- BMW Race Start, accelerate forwards
360: 30fps (v-locked)
PS3: 28.76fps (32.38% torn frames)
Test5- Nissan Silvia Race Start, accelerate forwards
360: 30fps (v-locked)
PS3: 30fps (18.07% torn frames)
Test6- Mustang Race, accelerate forwards
360: 30fps (v-locked)
PS3: 26.722fps (39.79% torn frames)
Methodology then. The fps detector counts the number of duplicated frames in its sample. The actual amount of screen being measured can be preset. To measure a precise fps, only one line of 1280 pixels from the centre of the screen is sampled.
To measure the amount of torn frames, the whole screen is sampled. Dupe frames from this test minus the dupe frames from the one line test are worked out as a percentage of the whole sample. This should work on any 2VBL game, like Race Driver GRID appears to be. Bear in mind that this percentage is of the entire 60fps output of the console, not of the measured frame rate.
In the case of GRID it also appears to be the case that the whole game isn't v-locked on PS3, and the more challenging intro sections on the 360 version can also tear. However, in-game 360 appears to be v-locked.
So how sensitive is the scanner? Will sampling just one line fool the scanner if the actual screen is completely static to the human eye? No, the scanner is actually so sensitive that even when the camera is static and there's no perceived movement at all, we can still detect a 30fps update. Here we are in GRID, at 0mph.
Tease.