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We’ve been trying to add depth to GPU and CPU reviews for a long time now, and last year, Tom Petersen of Intel joined to discuss advancements to PresentMon (an open source tool) that added GPU Busy. We’ve shown that metric in a few game benchmarks now, but it was missing one more critical piece. That piece gets introduced today: Tom’s team has added Simulation Time Error/Animation Error and GPU Wait to the PresentMon 2.0 testing tools, both of which will be useful for reviewers and end users alike to better evaluate where in a pipeline the game framerate is getting held up. Not only is it useful for FPS benchmarking, where we already have used PresentMon for 10 years, but now for animation error and true stutter representations.
“Frametimes“ are also being redefined as measured to be more precise. In most instances, the new output will be similar to the old, but there are some key areas that frametimes will now be more precise when representing gaming performance. PresentMon has a user interface for those who are interested in learning how to benchmark their own GPUs and CPUs like GamersNexus, and the PresentMon 2.0 beta will soon go public. The entire tool is open source. Intel is also introducing Click-to-Photon latency and LMT (the Latency Measurement Tool), bringing latency back into the discussion.
Learn more about system latency in our interview with an NVIDIA technical expert previously:
Watch our previous interview with Tom Petersen where we discussed GPU Busy:
Watch our debut of GPU Busy testing here:
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TIMESTAMPS
00:00 - Engineering Discussion & Interview
02:08 - The Problem with Frametimes As Measured
03:58 - Animation Error & Stutter
06:46 - Introducing GPU Wait (New) with GPU Busy
08:43 - Animation Error, Stutter, & Simulation Time Error
10:58 - What is Simulation Time?
13:03 - New Charts for Animation Error
15:03 - Click-to-Photon Latency in Software
16:03 - Open Source Latency Measurement Tool
19:45 - PresentMon 2 Open Beta for the Public
23:30 - Tom LOVES Histograms
25:00 - Conclusion
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