What is "real time" playback when utilizing Crysis, using the demo or play console commands results in the same numbers being generated by FRAPS or the included Benchmark_GPU test (averaging the four test runs). Trying to actually recreate the GPU benchmark in "real-time" is impossible, the variability between test runs is totally outside any scope of repeatability.Originally posted by: Citizen86
Yes I just registered today, but I think you guys are misunderstanding a little bit. The HardOCP results are not simply the difference between FRAPS and what the Benchmark says, it's the difference between running the demo in REALTIME and running it as a Timedemo. You guys should read, because it's explained on the same page you you link to:Running the other resolutions now but this is amazing as there are no differences to speak of with fraps running.
Am I missing something? I could be completely wrong, but I believe it's all explained right there.The ?Real Time Timedemo FRAPS? data you see is gleaned from running the canned GPU timedemo in real time, and recording the framerate with FRAPS. The ?Traditional Timedemo Benchmark? results are as you might expect from running in timedemo mode where the recorded demo runs as fast as it can till completion then gives you your benchmark scores.
So to put it simply, one is the canned GPU demo run real time and the other is the demo run in timedemo benchmark mode.
Now what you will immediately notice is that the two sets of results using the Crysis canned GPU demo are not even close to the same. Simply running the timedemo as a traditional ?timedemo benchmark? gives us a 38% increase in average framerate over running the canned demo at real time speed using the 3870 X2. Average framerate increased 38% going from a real time canned demo to a traditional ?fast as it can draw it? timedemo benchmark. Same demo, same settings, same hardware, same driver.
We can spend an extra five seconds during the forest overfly or simply point the weapon up an additional 10 degrees and get FRAPS results higher than the GPU benchmark, lower the weapon and spend additional time near the housing complex and it goes the other way.
The simple fact is that it is impossible to ensure repeatability between test runs using that methodology. Not going to debate the subject matter any further as more than enough has been stated already. However, sometimes it is nice to understand the definition of what a term like "real-time" actually means in the grand scheme of things.