You know Dug, the fact of the matter is that the max/min of the cards can vary wildly from card to card.
Mostly it has to do with implementations in occlusion culling and memory bandwidth saving techniques. This benchmark, would test the effectivness of such a method. Which is what I mentioned in the *first* itteration of this thread. I wanted to know how well Hyper-Z-III and LMA 3 helped the bottom lines of the framerates. It's not necescescarily an issue of minimum framerates as a number, because as you can see in my graphs, some quirk made some of the benchmarks get minimum framerates of 9 or so.
It's not the minimum framerate, or any other statistical *number* that counts. But if you overlapped two graphs onto eachother, it *would* count for *alot*. Beceause you can see the behavior of the two graphics cards, side by side, second by second, throughout the benchmark. And for me, a picture means a thousand numbers (words, for analysis too). Wouldn't it be intresting, if you could see anamolies or quirks where a certian graphics card bottomed out while another graphics card kept on going at full steam?
From those results, you could discern things as memory thrashing (which would help you discern the usefulness of color compression on memory usage) texture upload problems (Ala Radeon8500, because obviously the different AGP2X/4X/8X lines might show drastically different results, which would let you know that there was some sort of thrasing was going on.
A picture allows not necescescarily better understanding of the relative performance of a graphics card. Rather, it allow deep analysis on why it performs that way, and allows deep analaysis on which would be the better card. I would say, the Kyro got much better, more stable framerates than it's immediate mode renderer brothers, simply because it didnt have as much wildly fluctuating framerates due to overdraw. If the overdraw changes with imediate mode renders the framerate changes too. But tilers stay the same. Graphs would have shown that, and possibly gotten more people to buy the Kyro series of cards. Average framerate numbers told the story very poorly.
That's why I put so much emphasis on *graphs*. Because it would allow intresting analysis and conclusions that would otherwise be impossible, because it would be impossible to determine the framerate behavior from an average framerate number. I know I would sure as hell not buy a card that regularly dropped down to 30FPS in some benchmarks, like the Radeon85000LE of mine that regularly dropped down to sub 40 in Serious Sam 2 before they got the problems fixed.
Also, graphs would allow comparisons of *driver* revision. This would perhaps show very intresting variations in the different driver revisions (like fixed problems) that would otherwise be reflected as very small differences, if done by numbers. This, Dug, is the true advantage of graphs. I dont' see how you could possibly say that they wouldn't be useful. They'd be uber useful for driver comparisons, and they'd be even more useful for comparing the usefulness of AGP2X/4X/8X on different chipsets (determined mainly by memory bandwidth) and how they might affect gameplay that would otherwise be reflected as very small differences, if put into numbers.
An example:If you take an AGP2X card, and pit it against an AGP8X card, on a thrashing situation, the AGP8X card would get 4X better framerate. Let's say one was getting 15, the other would get 60. In other words, the AGP2X card would hickup very badly, while the AGP8X card would just keep on going. This wouldnt' be reflected in numbers if it was only for a period of 1 or 2 seconds (Since it's merely uploading new textures) but such things can be very disturbing in real gameplay (which is why I noticed a huge difference in minimum framerates moving from SDR to DDR on an AGP4X card on an Athlon system) but would rarely be reflected in numbers.
Also, it would also show *huge* differences between the Parhelia and the Radeon8500LE because one has occlusion culling and one wouldn't. This wouldn't be reflected in numbers because the areas in which overdraw jumps would be short (say some guy sneaks up behind you in a camera quirk and suddenly nothing except the guys back is visible) and have very little impact on numbers themselves. In graphs, they would be visible as massive drops in framerate. In such situations, it's possible that even a Kyro2 might beat a Geforce2 Pro because of the fact that it's a tiler. These kind of things, I would like to see. That's why I would like to see *graphs* to go *along* with *more* numbers. This would allow much more detailed analysis of the situation. Get my point, Dug?