- Dec 25, 2008
- 9,147
- 1,329
- 126
http://www.anandtech.com/show/6862/fcat-the-evolution-of-frame-interval-benchmarking-part-1
So AT is going to start using this new tool to measure frame intervals. No data yet. From the screenshots it looks like what the pcper website was using and releasing data from.
Nice to see transparency from AT, whereas pcper was releasing data without disclosing they were using tools from nvidia and keeping that information hidden. Now that we have one more than one site using this tool (are there more than just AT and pcper now?), there will be a proper level of corroboration and confidence brought by comparing results attained.
So AT is going to start using this new tool to measure frame intervals. No data yet. From the screenshots it looks like what the pcper website was using and releasing data from.
Nice to see transparency from AT, whereas pcper was releasing data without disclosing they were using tools from nvidia and keeping that information hidden. Now that we have one more than one site using this tool (are there more than just AT and pcper now?), there will be a proper level of corroboration and confidence brought by comparing results attained.
FCAT, the Frame Capture Analysis Tool, is NVIDIAs take on what the evolution of frame interval benchmarking should look like. By moving the measurements of frame intervals from the start of the rendering pipeline to the end of the pipeline, FCAT evolves the state of benchmarking by giving reviewers and consumers alike a new way to measure frame intervals. A year and a half ago the use of FRAPS brought a revolution to the 3D game benchmarking scene, and today NVIDIA seeks to bring about that revolution all over again.
The solution to this is in the first-half of FCAT, the overlay tool. The overlay tool at its most basic level is a utility that color-codes each frame entering the rendering pipeline. By tagging frames with color bars, it is possible to tell apart individual frames by looking at the color bars. Regardless of the action on the screen (or lack thereof), the color bars will change with each successive frame, making each frame clear and obvious.
On a technical level, the FCAT overlay tool ends up working almost identically to video game overlays as we see with FRAPS, MSI Afterburner, and other tools that insert basic overlays into games. In all of these cases, these tools are attaching themselves to the start of the rendering pipeline, intercepting the Present call, adding their own draw commands for their overlay, and then finally passing on the Present call. The end result is that much like how FRAPS is able to quickly and simply monitor framerates and draw overlays, the FCAT overlay tool is able to quickly insert the necessary color bars, and to do so without ever touching the GPU or video drivers.
With the frames suitably tagged, the other half of the FCAT solution comes into play, the extractor tool. By using a PC capture card, the entre run of a benchmark can be captured and recorded to vide for analysis. The extractor tool in turn is whats responsible for looking at the color bars the overlay tool inserts, parsing the data from a video file to find the individual frames and calculate the frame intervals. Though not the easiest thing to code, conceptually this process is easy; the tool is merely loading a frame, analyzing each line of the color bar, finding the points where the color bar changes, and then recording those instances.
Last edited: