It would be fair but the issue is getting hold of the source code

which game devs are going to give away their code base so they can make some "nerds" happy

When you are doing a production build all the hooks for performance counters are removed and as a result you need the source code to put them back in.But it will only work for NV, there must be something equivalent for AMD as well.It will track how much time each frame is taking to get displayed along with other numerous counters.This tool has been used by UT3,Crysis blah blah(can't remember)
Could run it on open source games, freemium games, and/or games that have depreciated to the point where the publishers are okay with giving them away free from time to time. Heck does it even need to be a game per se? Not really, right? So open source game-like software might work, too, as long as they had D3D support.
This is all assuming that the metrics tracked do in fact track the end-user experience and there are no problems like you get with FRAPS.
did you even read his post?
Did you read mine? A camera solution is ugly, slow to analyze the output from, but effective. I think Ryan would rather have something more automated and quicker to do, and I don't blame him, however, I'm not sure how feasible something like his proposal is. If it would require a lot of custom software or even hardware, then it could be a real chore.
Hey, what about using an oscilloscope? Is there a pin on the DVI (or displayport, or VGA) signal that changes to indicated a new frame?
Is there any electrical signal you can identify in the VGA, DVI, or DisplayPort signal that would indicate when one frame switches, and then use a scope to capture its output over time?
I remember years ago the scopes in our EE lab had a record function and you could save the results to a *floppy* disk. Surely someone has access to a scope or a lab with one, but the question is can we tap one of the pins on the video signal to reveal this info?
Just saying, a scope would be nearly immune to the types of issues that might affect a camera-based capture of frames.
Interesting idea, I don't know the answer, but perhaps someone here does. I hope Ryan will look into this as well.