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Скачать или смотреть The Problem with GPU Benchmarks | Reality vs. Numbers, Animation Error Methodology White Paper

  • Gamers Nexus
  • 2025-10-13
  • 102400
The Problem with GPU Benchmarks | Reality vs. Numbers, Animation Error Methodology White Paper
gamersnexusgamers nexuscomputer hardwaretest methodologygamersnexus methodologywhat are 1% lowswhat are 0.1% lowswhat is average fpsfpsgaming benchmarksgpu benchmarksgpu benchmarks explainedcpu benchmarks explainedanimation error explainedsimulation time error
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Sponsor: Hyte Y70 and Touch Infinite on their site https://geni.us/Ir9vKEK
Benchmarking has long had a problem of ensuring numbers relate back to the reality of what players feel when gaming. The issue mostly comes to explaining precisely why stutters and hitching are happening in games, not just that they exist. For the most part, "frametime" testing (or more accurately, frame-to-frame interval testing) has helped to tackle this. Tom Petersen, Scott Wasson, and Ryan Shrout furthered that discussion over a decade ago, and from that, the industry moved toward the eventual bar chart adaptation with 1% and 0.1% lows (with occasional frame interval plots to explore major problems). But under the surface, these game stutters have sometimes been misattributed to frametime pacing issues rather than the actual problem, which was animation error, aka simulation time error. Think of this video like a research / whitepaper piece that presents some experiments and possible representations for animation error in benchmarks. This explains 1% lows, 0.1% lows, average FPS, "frametimes," and animation error in-depth. We will begin adopting these new charts in our benchmarks.

WE NEED YOUR HELP TO PAY FOR METHODOLOGICAL RESEARCH. Visit our store and grab a Blind Eye T-Shirt, a PC-themed 3D coaster pack, a tabletop gaming dice kit, and more: https://store.gamersnexus.net/

Or support us on Patreon:   / gamersnexus  

Watch the video that kicked it all off when animation error was just a concept:    • FPS Benchmarks Are Flawed: Introducing Ani...  

Watch our JayzTwoCents test overhaul video to learn more about 1% lows, 0.1% lows, and percentiles:    • JayzTwoCents Lab Overhaul: GPU Test Setup,...  

Watch our video about NVIDIA PhysX 32-bit support ending:    • NVIDIA Giveth, NVIDIA Taketh Away | RIP Ph...  

Find PresentMon, the tool wrapped by basically every FPS measurement software, on Github: https://github.com/GameTechDev/Presen...
Or on the Intel site: https://game.intel.com/us/intel-prese...

TIMESTAMPS

00:00 - The Problem with GPU Benchmarks
03:06 - Disclaimers and Goals
04:42 - Crediting Frametime Testing Pioneers
05:08 - Defining Animation Error
08:29 - Benchmark Examples ft. GTX 1080 Ti
11:54 - NEW CHARTS: Animation Error vs Time in Far Cry
13:24 - NEW CHARTS: Animation Error in Strange Brigade
14:42 - SMALLER BAR BETTER, Pt 1
17:03 - SMALLER BAR BETTER, Pt 2
17:24 - The Confusing Part, Fast
18:11 - SMALLER BAR BETTER, Pt 3
18:44 - Real-World Use Cases
19:46 - Frame Generation Problems and NVIDIA
20:44 - NEW CHARTS: Major Animation Error in Dragon's Dogma 2
21:29 - NEW CHARTS: Borderlands 2 Error-to-Frametime Ratio
22:36 - Where Animation Error is Better
25:18 - VISUAL EXAMPLES of Animation Error
31:43 - EXAMPLES in Real-World Uses
34:17 - ADVANCED: Performance Monitoring Flags and Metrics
42:30 - Conclusion
48:39 - BONUS PEPE SILVIA

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Steve Burke: Host, Editing, Test Lead, Writing
Patrick Lathan: Writing, Research, Testing
Vitalii Makhnovets: Editing, Camera
Tim Phetdara: Editing
Andrew Coleman: 3D Animation, Editing

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