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FPS Benchmarks No More? New Methods Reveal Deeper GPU Issues

crookedvulture writes "Graphics hardware reviews have long used frames per second to measure performance. The thing is, an awful lot of frames are generated in a single second. Calculating the FPS can mask brief moments of perceptible stuttering that only a closer inspection of individual frame times can quantify. This article explores the subject in much greater detail. Along the way, it also effectively illustrates the 'micro-stuttering' attributed to multi-GPU solutions like SLI and CrossFire. AMD and Nvidia both concede that stuttering is a real problem for modern graphics hardware, and benchmarking methods may need to change to properly take it into account."

100 of 125 comments (clear)

  1. Egad by davidbrit2 · · Score: 1

    Twelve pages of graphs and data? Couldn't he just have said "standard deviations and percentiles" and be done with it?

    1. Re:Egad by jhoegl · · Score: 2

      Someone has never written a term paper :)

    2. Re:Egad by Taty'sEyes · · Score: 1

      So first, I have not read TFA, but there are at least two different types of people: those that take in data through visual presentation and those that prefer text and numbers.
      When I was an engineer, I presented everything to my management in text and numbers that "any idiot" could quickly understand. Just a couple of slides with the essential bullet points and some "standard deviations and percentiles". I never knew why my managers ended up getting frustrated, bored, or began working "on other projects" during my presentations (which frankly, would piss me off).
      Then I would sit there and suffer through the next presenter's, a "manager type", slide deck which would be 54 pages of kaleidoscopic, nightmarish explosion of pies and bars and have to crunch visual data into easily understandable numbers. "It takes 32 slides to say we're going to miss delivery by three days?"
      Anyway, I would look around at my managers and see that they all paid attention and were involved during the presentation. "I'm never going to get promoted because they hate me!"
      The problem with my presentations was how the data was being presented to different people in the room. People that gravitate toward management (those that make business decisions and rule your fate), are better with being presented images. They seem to need the information broken into visual chunks. It is very difficult for them to take data and turn it into something visual. That is extra work.
      While I can take in data or a few facts and quickly turn those into charts "in my head"; without thinking about it, the data forms an image in my head.
      So I had to learn that if I wanted people to pay attention, I needed to consider the audiences' style of data acquision and present in a way most comfortable for them and not as it made sense to me. Once I learned this skill I was invited to cross over to the dark side.

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    3. Re:Egad by gknoy · · Score: 1

      Or perhaps the author has no background or experience with statistics, and wouldn't know what is meaningful about one or the other.

    4. Re:Egad by bryan1945 · · Score: 1

      It's called "make it shiny." As an engineer/tech guy myself, watching PP presentations by manager types make me want to either barf or put my head through the table. They violate basically every single rule of graphical presentation. Yet "it's shiny," so everyone is happy.

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  2. Is a multi-GPU problem. by Tei · · Score: 2

    Our eyes detect 'deltas' better than 'speeds', so if the odd numbered frames have a delay shorter than others, our eye will detect it. But this only affect setups with multiple GPU's. And is easy to fix. Just calculate the delta of the latest frame, and force the same delta, maybe use a buffer. This is not a problem once has ben detected, It may need some minor changes on engines, but thats all. IMHO.

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    1. Re:Is a multi-GPU problem. by BitZtream · · Score: 1

      Right up until some disk IO causes your last frame to be 2 seconds long, now every frame in the future is forced to 2 seconds between updates! Awesome for the win.

      Its only slightly (and by slightly, I mean a lot) more complicated than you think it is.

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    2. Re:Is a multi-GPU problem. by PitaBred · · Score: 1

      That's the weird thing... on Starcraft 2 (from the article), the jitter was more pronounced on the single chips than in the multi-GPU configurations. It's not that simple ;)

    3. Re:Is a multi-GPU problem. by RMingin · · Score: 1

      Actually, if you read TFA, it's not only multi-GPU setups doing it. Also, the 'solution' you describe has been used by Nvidia since the GeForce 8 era. They call it 'frame metering', and it's not a perfect solution either.

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    4. Re:Is a multi-GPU problem. by X0563511 · · Score: 1

      Outlier filtering is hardly complicated.

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    5. Re:Is a multi-GPU problem. by Khyber · · Score: 1

      implying a single GPU is even a single processing core any longer

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  3. Re: time/frame by TenDollarMan · · Score: 1

    what about the standard deviation of the duration between frames?

  4. Consistency by mfh · · Score: 1

    tldr; benchmarks ignore consistency in their measurements and are therefore nonscientific marketing devices.

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  5. Feel of a given fps value by tepples · · Score: 4, Informative
    An oversimplification in the article:

    After all, your average geek tends to know that movies happen at 24 FPS

    Movies happen at a motion-blurred 24 fps. Video games could use an accumulation buffer (or whatever they call it in newer versions of OpenGL and Direct3D) to simulate motion blur, but I don't know if any do.

    and television at 30 FPS

    Due to interlacing, TV is either 24 fps, when a show is filmed and telecined, or a hybrid between 30 and 60 fps, when a show is shot live or on video. Interlaced video can be thought of as having two frame rates in a single image: parts in motion run at 60 fps and half vertical resolution, while parts not in motion run at 30 fps and full resolution. It's up to the deinterlacer in the receiver's DSP to find which parts are which using various field-to-field correlation heuristics.

    and any PC gamer who has done any tuning probably has a sense of how different frame rates "feel" in action.

    Because of the lack of motion blur, 24 game fps doesn't feel like 24 movie fps. And because of interlacing, TV feels a lot more like 60 game fps than 30.

    1. Re:Feel of a given fps value by Tr3vin · · Score: 1

      Movies happen at a motion-blurred 24 fps. Video games could use an accumulation buffer (or whatever they call it in newer versions of OpenGL and Direct3D) to simulate motion blur, but I don't know if any do.

      Forced Unleashed 2 uses a technique similar to this, but there are probably others that do, too. It renders frames at about 30 frames a second, but updates the screen at a stable 60. It uses an interpolating motion blur to make the gameplay feel nice and smooth. This allows for more geometry to be drawn while still providing a "good" user experience. It is slightly bit different than a simple accumulation blur since they predict the motion when doing the blur instead of simply blurring previous frames.

    2. Re:Feel of a given fps value by TheLink · · Score: 1

      Movies happen at a motion blurred 24 fps AND I think that sucks. On the "big screen" I can visibly see the stuff "rippling" down at 24 fps especially on scenery pans.

      The 24 fps rate is not because the human eye can't see faster than that (it can), it's a compromise due to technology limitations nearly 100 years ago.

      Except for "special effects" I prefer that the stuff be updated much faster and let our eyes do the motion blurring. And I don't really like blurred special effects.

      I dislike movie scenes where stuff is out of focus or motion blurred just because the director thinks it's cool.

      When I watch the real world, everything that I look at usually is in focus - because my eyes will focus on it. In many of the movies the directors like blurry stuff and as a result I get eye strain when my eyes try to focus on the parts of the movie that are blurry .

      When you look at a fast moving object it's sharp (unless it's moving so fast that your eyes can't track it).

      --
    3. Re:Feel of a given fps value by grumbel · · Score: 1

      to simulate motion blur, but I don't know if any do.

      Pretty much all modern games use motion blur. Some of course use it better then others and it is often not quite as high quality as one might want it to be, but motion blur itself is almost everywhere these days (most noticeable when swinging the camera around in a third person shooter).

    4. Re:Feel of a given fps value by Anonymous Coward · · Score: 1

      It's way more than motion blue that makes movies tolerable at 24 fps - motion blur is just one sign of the fundamental difference between recording and animation. If an animation runs at 60 fps, you are getting information about 60 frames in one second. This is not true for video - each frame of the 24 are actually an average over many million frames (look up the Planck time on Google - the fps is actually far more than a million). The universe runs at a tremendous amount of fps, and the 24 frames you see in a video is based on the information from all of those frames. So you get information way beyond 24 fps, even though you are only seeing 24 frames. So video has a lower frame rate, but far more information than animation can ever give you. It's like anti-aliasing in time instead of space, except instead of sampling just a few pixels extra, you are sampling a huge amount of extra pixels. Motion blur can emulate anti-aliasing-in-time just like blurring can emulate the usual anti aliasing in space, but in fact anti aliasing is better than mere blurring because anti aliasing adds information to each frame while blurring removes information from each scene.

    5. Re:Feel of a given fps value by Hatta · · Score: 1

      Did Voodoo cards apply any sort of motion blur? I've long noticed this stuttering, e.g. when circle strafing around a corner it's pretty easy to see that the corner doesn't move smoothly. It even happens when running very non-demanding games (prboom, openarena, UT, etc) at 75hz under vsync with modern hardware under any OS.

      The only hardware I've ever used where I didn't see this effect is my Voodoo 2 setup. Those things are smooth as butter, as long as you don't throw too many polygons at them.

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    6. Re:Feel of a given fps value by gumbi+west · · Score: 1

      Again, an over simplification.

      Movies are shot at 24 fps with a 1/180 second exposure time. When they make the exposure time longer, you notice and it gets hard to watch. Listen to the commentary by Joss Whedon on Serenity for more, but the scene on the reaver planet are shot at 1/120 and are a little unsettling. Things like panning include blur. the scene in Saving Private Ryan on the beach are shot at 1/60 and are noticeably difficult to watch--when the camera moves, everything blurs. When something flys by you get 1/2 of its motion recorded.

    7. Re:Feel of a given fps value by DeadboltX · · Score: 1

      The biggest difference in your example is that there is a big difference between WATCHING a video game with visually imperceptible stuttering and PLAYING a video game with visually imperceptible stuttering. The latter leaves the gamer confused about why their controls are suddenly unresponsive.

    8. Re:Feel of a given fps value by X0563511 · · Score: 1

      I'm guessing you've not played any multitrheaded games then?

      The controls are plenty responsive. The visual feedback is not.

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    9. Re:Feel of a given fps value by johanatan · · Score: 1

      Since when is 'the scene' plural? Once I would've ignored, but twice seems intentional.

    10. Re:Feel of a given fps value by Rothron+the+Wise · · Score: 1

      In the real world you can follow an object and motion blur will only be an issue for the background. That doesn't work at all in the movies which is why fast panning shots look atrocious. Following objects with your eyes on an persistent display actually creates fake blur as your eyes try to track the in-between positions of the object that does not actually exist. This was a non-issue on CRT displays as the image relied on persistence of vision and it compensates for eye tracking. Modern TVs try to compensate by evaluating in-between-images, but are often confused. For low frame rates, adding blur is probably better than not adding blur, but even better would be to simply have a better frame rate, like 120Hz or more and have a strobe or line refreshing display relying on persistence of vision and let the blurring happen in your eyes only.

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    11. Re:Feel of a given fps value by Man+Eating+Duck · · Score: 1

      When you look at a fast moving object it's sharp (unless it's moving so fast that your eyes can't track it).

      But the background will be blurred. Motion blurring usually has it's place, if done well you will not even notice it, it just seems natural. Of course that often involves no effects at all, the camera just uses the same limitations as your eyes. If you were to use a very high shutter speed in a scene with a fast moving object it will seem strange, your eyes won't do the motion blurring right because they're fed a completely sharp image to begin with, which is not what happens when your eyes pan in a real scene.

      In your post you seem to mix up frame rate problems with aperture effects or depth of field. Aperture effects != motion blur, and have nothing to do with frame rate.

      It irks me as well when they use heavy aperture effects, especially in 3D movies, where my brain is fooled into thinking my eyes can focus and it's not possible. Note to directors: don't try to force me to look at what *you* want in a 3D movie :)

      I completely agree with you that frame rates in general should be higher though. BTW your sig is hilarious, it's even better if you know Norwegian :)

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    12. Re:Feel of a given fps value by cynyr · · Score: 1

      The problem is that "film" based cameras can not film in infinite depth of field. This makes it rather impossible to do what you asking for in outdoor shots. for indoor or limited depth bright scenes it may be possible to use a higher Fstop and trade light amount for higher depth of field.

      Anyways fully rendered stuff can be rendered with perfect camera separation, and infinite depth of field.

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    13. Re:Feel of a given fps value by gumbi+west · · Score: 1

      Nope, unintentional.

    14. Re:Feel of a given fps value by TheLink · · Score: 1

      1) You miss the point. The background might be blurred, but that's when I am not looking at it (e.g. not interested). BUT if I choose to look at it, it stops being blurred. At what is "background" depends on what/where I choose to look.

      My complaint is about the situation where movie directors artificially and unnecessarily make bits of the picture out of focus. Sometimes there are technological limitations, but often nowadays most of the scene is rendered and then artificially blurred (e.g. Avatar). Sometimes it's part of the story, or for good effect, in which case I don't mind.

      It hurts my eyes when it's overdone.

      2) I know they are not the same, I'm just complaining about them all. I wrote: "out of focus or motion blurred". I dislike both effects. And I also dislike lower frame rates (which is another separate thing - the low-frame-rate frames could be perfectly sharp and in focus).

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    15. Re:Feel of a given fps value by Man+Eating+Duck · · Score: 1

      1) You miss the point. The background might be blurred, but that's when I am not looking at it (e.g. not interested). BUT if I choose to look at it, it stops being blurred. At what is "background" depends on what/where I choose to look.

      Maybe I misunderstood you. I agree that it shouldn't be overdone, but I think that if you were to remove motion blur (MB) altogether from such a scene it would look very strange. Try enabling/disabling MB and play a suitable scene in a modern video game. It *will* look strange without MB, also with high fps/resolution on a fast monitor. I don't think that having everything completely sharp will work (if that's what you mean).

      My complaint is about the situation where movie directors artificially and unnecessarily make bits of the picture out of focus. Sometimes there are technological limitations, but often nowadays most of the scene is rendered and then artificially blurred (e.g. Avatar). Sometimes it's part of the story, or for good effect, in which case I don't mind.

      It hurts my eyes when it's overdone.

      Exactly.

      2) I know they are not the same, I'm just complaining about them all. I wrote: "out of focus or motion blurred". I dislike both effects. And I also dislike lower frame rates (which is another separate thing - the low-frame-rate frames could be perfectly sharp and in focus).

      I think we're agreeing in principle, but I took what you wrote to mean "do not include MB whatsoever", which probably wouldn't work, as mentioned above. Exaggerated MB *might* have a place in special cases like movies based on cartoons, but probably not even then. No need to argue further, I think I just misunderstood :)

      And low frame rates be damned.

      On a side note you should change the link description in your .sig, many people will miss out since it currently looks like a known troll sig.

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  6. Ahh, complexity... by fuzzyfuzzyfungus · · Score: 1

    This will certainly make benchmarking a bit more complex. One hopes that the gamers like going back to stats class.

    You'll need the FPS value, as before, (ideally with a worst-case FPS reported); but you'll also want a measure of the deviation of every frame's draw time from the average draw time being reported. And likely a measure of how atypically bad frames are distributed(ie. 5 seconds of super-low framerate during some sort of loading is annoying. 20 25 millisecond frames scattered throught action-heavy areas is really annoying...)

    It would also be interesting to see what this does to the (traditionally poor) reputation of the sucker-edition cards that get loaded up with relatively huge amounts of slow memory in order to make them seem like a good deal(ie. if 2GB of GDDR5 is the lunatic fringe, and 512MB of GGDR5 is the solid-value-gamer special, you'll see cards with 1GB of DDR2/3, marketed to the unsuspecting as alternatives to the solid-value line. Their average framerates are usually pretty tepid, because DDR is slow; but they honestly do have a lot of it, so they needn't hit the PCIe bus to load something from system RAM as often...)

    1. Re:Ahh, complexity... by Tasha26 · · Score: 1

      Well, we definitely need a measure of output... Maybe am daft, but how about FPS achieved for X millions textured triangles or polygons [with shadow]?

    2. Re:Ahh, complexity... by fuzzyfuzzyfungus · · Score: 1

      I suspect that such a simplified benchmark would work just fine; but would be of interest to relatively few people. Most users of graphics cards either don't care at all, and have integrated graphics, don't care at all about theoretical performance; but do care about sniping n00bs in Medal of Halo 3, or are GPU compute users, who have their own quite specific demands.

      Even in the realm of game benchmarking, you can see some pretty dramatic differences, between engines, in how Nvidia's approach or ATI's approach stacks up for a given generation of cards. It has been a while since relatively abstract tests of generic capabilities have been able to provide much insight into how a card will stack up in what you want it to do...

    3. Re:Ahh, complexity... by Shinobi · · Score: 1

      Ah, back to the good old days of 3D graphics, when output was measured in polygons per second, and all the jiggling about, until the big boys all standardized on 50 pixel polygons, gouraud-shaded, at a resolution of 1280x1024, with a colour depth of 24 bits... And then more stuff was tacked on...

      Well, ok, almost all the big boys... Intergraph kept trying to pass 25 pixel polygon performance numbers as a valid comparison to 50 pixel polygons....

    4. Re:Ahh, complexity... by Man+Eating+Duck · · Score: 1

      you'll also want a measure of the deviation of every frame's draw time from the average draw time being reported. And likely a measure of how atypically bad frames are distributed(ie. 5 seconds of super-low framerate during some sort of loading is annoying. 20 25 millisecond frames scattered throught action-heavy areas is really annoying...)

      As a non-stats-guy I hereby invent the standard-deviation-for-slow-down-only-including-outliers metric. You're welcome :)

      But seriously, couldn't they just include the whole distribution graph of time between frames, with a description of what it means? And maybe provide the underlying data as a spreadsheet so that you can run whatever analysis you're most comfortable with on it. Oh well, back to stats class.

      This post is going nowhere, so I'm gonna save it for posterity.

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  7. The point of FPS-benchmarks by Anonymous Coward · · Score: 1

    The point of doing a FPS-benchmark is to reveal how the graphic card performs in the games that most people play. People don't care about the theoretical performance. They just want to know if it can run the new cool game with the good graphics. Either a game renders fast enough, or it is so slow that you can't turn out the special effects that makes the game look really good. It's all about the game. The other stuff is not so important.

    1. Re:The point of FPS-benchmarks by tepples · · Score: 1

      The point of doing a FPS-benchmark is to reveal how the graphic card performs in the games that most people play.

      What about people who don't play a lot of first-person shooters? Some of these benchmarks measure only fps in FPS, not fps in other genres.

      Either a game renders fast enough, or it is so slow that you can't turn out the special effects that makes the game look really good.

      The point of the article is that an isolated frame that takes too long to render can jerk one out of being absorbed in the effects.

    2. Re:The point of FPS-benchmarks by BitZtream · · Score: 1

      Wrong.

      The point of an FPS benchmark is to get a higher number than some guy on a forum so you can brag about it.

      FPS has never been about how well a system can render a scene because its a shitty measure of it. It ignores quality, complexity, accuracy, stuttering (why is this supposed to be new? GPU stuttering is less noticable than disk IO causing jitter, and NOW the framerate no longer matters? Thats just dumb.

      There is nothing 'new' about the frame rate being a shitty method of rating performance, well, except this slashvertisement.

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  8. Re: time/frame by lgw · · Score: 3, Informative

    The Crysis test loop measures the slowest frame, starting with the second loop (to avoid measuring disk performance). That "minimum FPS" number is what I personally use to benchmark graphics cards - it has always been the speed through the slow-to-render part of the map that matters.

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  9. What fraction of GPUs are used for graphics? by JoshuaZ · · Score: 1

    At this point a large use of GPUs seems to be for processes where they are more efficient than CPU. The most obvious is vector processing. If one is doing heavy computational work then the standard benchmarks seem fine. What fraction of the GPU market is for actual graphical use?

  10. New benchmark: percentage of frames rendered at by obarthelemy · · Score: 1

    less than 60 fps.

    kthxbye.

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    1. Re:New benchmark: percentage of frames rendered at by tepples · · Score: 1

      Which isn't unlike the benchmark that the article uses: 99th percentile frame rendering time. You want this to be under 16 ms in order to keep a consistent 60 fps.

    2. Re:New benchmark: percentage of frames rendered at by xouumalperxe · · Score: 1

      You completely missed the point. The 99th percentile frame rendering time gives you a reasonable approximation of 1/fps. What we REALLY want to know about is those few frames that fall above the 99th percentile -- those are the ones that cause stuttering.

    3. Re:New benchmark: percentage of frames rendered at by AvitarX · · Score: 1

      I agree, I am not sure that 99 percentile is working or not now, but that still allows for a bad frame every other second.

      More useful would be the average of that worse 1%, or to crank it up to 99.9% (bad frame every twenty seconds), or longer, to some acceptable rate.

      Even if 99 percentile works now, it's ripe for abuse by the manufacturers if it becomes a common metric (I imagine anyway there could be trade-offs in a driver where 1 frame every 2 seconds is terrible, rather tan one frame a second being OK, with all the rest great).

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  11. A smarter version of vsync by tepples · · Score: 1

    That sort of sounds like the solution presented on page 11: "More intriguing is another possibility Nalasco mentioned: a 'smarter' version of vsync that presumably controls frame flips with an eye toward ensuring a user perception of fluid motion."

  12. 60 FPS by sproketboy · · Score: 1

    Don't you only need 60 FPS to have the illusion of animation anyway?

    1. Re:60 FPS by omnichad · · Score: 1

      Just for the illusion of motion? That's around 12fps, which is what cartoons use. 60fps is the start of fairly smooth motion, but 120hz is in uncanny valley territory for me. Too smooth, but not smooth enough.

    2. Re:60 FPS by Ferzerp · · Score: 2

      Are you sure about this, or are you basing it on experience with really poor TV frame interpolation? That's not 120Hz. That's more like 30Hz with lots of fake frames.

    3. Re:60 FPS by omnichad · · Score: 1

      You have a point on the fake frames. I don't have anything capable of generating 120Hz as source material, or for displaying it. So in-store demo is really all I have. I suppose I'd have to watch the 120Hz interpolation in slow motion to see if the artifacts are the cause. Maybe it's because too much motion blur is missing after the interpolation (more than should be for that amount of interpolation).

    4. Re:60 FPS by squizzar · · Score: 1

      We got an LG 3D TV at work which has LG's truemotion. At first glance, with slow FPS material this does 'smooth' the image a lot - the slow FPS stuff has noticeable flicker almost like a cinema screen - the truemotion looks more 'solid'. After a few seconds you see how they've done it - it's almost like MPEG motion detection - you will see certain blocks that move across the screen. Quite often this is effective, but some material confuses it - in one sequence following a bicycle down the street the gravel on the pavement appears to start moving with the bicycle - clearly the noisy material has confused the algorithm and it has interpreted it as a moving patch rather and predicted some motion to generate extra frames. Occasionally pieces of things (including one guys head) get attached to something and start moving with it. Hard to spot if you aren't looking for it, but very weird when you do

    5. Re:60 FPS by Ferzerp · · Score: 1

      What I notice most on these things is how mangled mouths move during speech with the interpolation on. I have TVs that will do it, media players that will do it, etc. It all comes down to being creeped out by the fake mouth motions and I shut it off. *some* types of motion does look better, but the things that look wrong, look wrong enough that there's no way I'll use it. Give me a higher framerate source without trying to interpolate... Please.

  13. Obviously, no one read TFA by HBI · · Score: 4, Informative

    On the last page, in the last paragraph, he indicates that all of the data you just read through is shit and probably invalid. Turns out he was measuring the wrong place in the pipeline - before rendering - and what he measured doesn't track with the actual user experience.

    I'd like my 5 minutes back, please.

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    1. Re:Obviously, no one read TFA by tonywong · · Score: 1

      Not only that but for the most part he couldn't perceive the microstuttering most of the time. That article should have been turned away for better research.

    2. Re:Obviously, no one read TFA by Kjella · · Score: 1

      Actually he measured the rendering just fine. But what nVidia told him is that they're doing some timing magic before they display it in SLI setups, which is currently not possible to measure with FRAPS or any of the other standard FPS tools. So right now you would need to get a high-speed camera to snap pictures of the screen to know what the user sees. But regardless of that they can't get rid of all the stuttering that easily, the slowest frame still takes much longer to render than the average. Also this means the latency is actually at times higher than the 1/FPS rate should suggest. Very interesting stuff, even though these numbers are suspect. Another good reason to just get a single card solution, which are getting awfully fast anyway.

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    3. Re:Obviously, no one read TFA by sanosuke001 · · Score: 4, Informative

      If it makes you feel better, I write 3D applications and our software has stuttering issues when loading new texture data (very large texture sets so its a tradeoff we accept for the most part). It is a problem and taking an average over time for FPS is mostly bullshit. I actually do some per-frame render time benchmarks when I'm developing as its more useful when trying to test consistency.

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    4. Re:Obviously, no one read TFA by Bensam123 · · Score: 1

      If I'm reading the same spot, that's talking about latency between the call when the game wants to draw it and when it's actually rendered, in response to a technique Nvidia is using to smooth out FPS, not variation/jitter in the FPS, which is what a majority of the article is talking about.

      I'd like your five minutes and mine for taking the time to read your response too.

    5. Re:Obviously, no one read TFA by desdinova+216 · · Score: 1

      why would they, This is /. after all.

    6. Re:Obviously, no one read TFA by blahplusplus · · Score: 1

      You should probably review videocards giving your insight, most tech sights (even anand) still just runs canned FPS games. Maybe you can even make a little $ from doing articles.

  14. Disk IO by Nanosphere · · Score: 1

    Most of the time when I notice any stuttering is also the same time my hard drive lights up. Usually either the game or some background service decides to flood the disk with IO requests. In a few instances I've even had Windows become completely unresponsive until whatever disk operation that is running completes. It doesn't matter how much RAM I have. I haven't purchased any SSDs yet but I'm sure they help a lot to alleviate the problem. The question is is this a fault in how programs or the operating system handle secondary storage? Why should a disk intensive operation halt the rest of my OS especially when the entire OS could fit in RAM?

    1. Re:Disk IO by warchildx · · Score: 1

      1) Pagefile/swapping. - the os thinks it is from the 90s and trying to do memory swapping (no matter how much ram you have).

      2) disk controller drivers run in kernel mode. any rise in disk queue length (pending requests) hangs the system. arggh.

    2. Re:Disk IO by Gaygirlie · · Score: 1

      Why should a disk intensive operation halt the rest of my OS especially when the entire OS could fit in RAM?

      It depends on the devices in question, but often in desktop computers the CPU requests data from storage, the storage replies with the data, then the CPU transfers the data to memory, and goes back to step 1, ie. the CPU is constantly busy transferring data or waiting for the storage device to submit the data. If the storage device is slow to reply then the CPU is just waiting on it and can't do anything else in the meantime.

      DMA is a method for removing the CPU out of the equation allowing the device to transfer data to memory directly, without keeping the CPU busy. But this still doesn't work for all cases and the system might have to fall back to non-DMA transfer. It should not be common anymore these days, but you never know.

      Then there's various kinds of overhead involved, like e.g. if the file you're accessing is compressed then it obviously needs to be decompressed, and decompressing consumes CPU time. Magnetic media also poses the limitation of the heads inside the device having to move around in order to read files, and if you're reading multiple files at the same time the heads have to constantly keep moving back-and-forth slowing the transfer down by huge amounts. Similarly, the OS itself is likely programmed somewhat inefficiently if it can't run all of its stuff on one core and run the file transfer on another.

      Point is, there's plenty of reasons for that.

      [quote]The question is is this a fault in how programs or the operating system handle secondary storage? [/quote]

      Both.

      Tbh, I think an OS should provide applications with improved read/write methods where the application can supply a function for doing compression, decompression, obfuscation or whatever to the read/write method and a timeframe within which the application deems the operation should finish, and then it would be up to the OS to optimize the actual operation within hardware limits so as to fit inside the timeframe. This way the application wouldn't need to care about hardware details, like e.g. if it's writing on magnetic or flash storage, but the OS would know what size blocks to write and how many at a time. And if the application e.g. wants the OS to write 1 gigabytes of data to a file and gives the OS 30 seconds to do that in the OS can then stretch the write operation out so that it does take the full 30 seconds but consumes the least amount of CPU resources while doing it, thus leaving more for other applications and resulting in better user experience.

    3. Re:Disk IO by BitZtream · · Score: 1

      I'm sorry, what OS are you using to which these things don't apply to? OSX, Linux, Windows all are exactly the same here, they all do these things (well, except for hang the system, unless of course we're hanging because we're waiting on something to be paged so the app we're running appears frozen), and are expected too, for obvious reasons. Well, clearly not obvious to you.

      So again, what OS are you using, that those things don't apply to? QNX or BeOS?

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    4. Re:Disk IO by RobbieThe1st · · Score: 1

      Erm, isn't that what we already do, at least on Linux? I mean, the application simply uses read/write and possibly seek against an arbitrary filename - it's up to the OS and FS to handle actually getting or saving the data. Which means that the application doesn't know or care whether the file's on spinning media, a slow flash drive, SSD or cached in system ram!
      The only thing that may not be optimal is that we have the sync() function, which usually won't return until the data has actually been saved to disk, though it's possible to change that functionality at the risk of data loss or corruption if the PC dies unexpectedly.

      -RobbieThe1st

    5. Re:Disk IO by Gaygirlie · · Score: 1

      Erm, isn't that what we already do, at least on Linux? I mean, the application simply uses read/write and possibly seek against an arbitrary filename - it's up to the OS and FS to handle actually getting or saving the data. Which means that the application doesn't know or care whether the file's on spinning media, a slow flash drive, SSD or cached in system ram!

      No, that's not the same thing. Using the regular Linux/Windows/etc file API reads/writes the data as fast as possible from/to the media and ignores completely system resources, nor does it actually try to optimize reads/writes in a way that causes least amount of stutter on the rest of the system. It's left to the applications themselves to handle, and applications rarely have access to all hardware details and knowledge about how to optimize their operation.

    6. Re:Disk IO by RobbieThe1st · · Score: 1

      Actually, isn't that what the whole debacle about ionice etc is for? Being able to give some tasks low priority, depending on command or w/e.

      Admittedly, I was really disappointed with the stock behaivior on Debian - Copying over many GB of files with cp to a network share basically brought things to a standstill. Worst part was that it would attempt to aggressively cache these files, until it r out of spare ram and then swapping inactive applications. So, leaving the PC for a couple of hours... Yeah.
      Fixed that problem with proper application of the swappiness value... but it could be better.

      Worst thing I notice is that reading/writing to USB can make things freeze for a few seconds as it works. Really annoying when you have a quad-core chip and 4GB of ram... and are trying to do stuff on the main drive, which *isn't* busy.

      I'd be willing to try any solution you've come up with if it can solve that little problem.

    7. Re:Disk IO by warchildx · · Score: 1

      Most of the time when I notice any stuttering is also the same time my hard drive lights up

      As the drive(s) get busy, pending operations get queued up (disk queue depth) and as such, the machine starts "hanging" waiting for the IOs to finish.

      unless of course we're hanging because we're waiting on something to be paged so the app we're running appears frozen), and are expected too, for obvious reasons.

      It is obvious. The point here is that the paging operation of the machine makes the problem worse. Especially if you have slow disk(s), or the pagefile/swap space dynamically changes.

      primarily, linux does a much better job about not paging unless it starts running out of memory. whereas windows seems to start using it as soon as it boots.

    8. Re:Disk IO by warchildx · · Score: 1

      original user could check disk queue length, and then start running their apps. then when it starts chugging, go check the stats to see if there is a spike in disk io, or queue length.

  15. ugh by kelemvor4 · · Score: 1

    As if the issue of micro stuttering hasn't already been covered in great detail numerous times in the past. I ran sli for a while, if it's a problem then features like vsync can help. If you are only running one GPU like 99.9% of folks out there then you don't need to waste your time on this article.
    FWIW, FPS is still a fine benchmark. Like any benchmark, it only tells part of the story. That's why you use tools like 3dmark that run a battery of benchmarks to aggregate a rating, and then measure actual performance in games/applications. Review sites seem to have caught onto this say.. 15 years ago?

  16. Re:SLI/Xfire have never been good by 0123456 · · Score: 1

    Yeah, having written multi-GPU drivers I'm amazed any of this stuff ever works, let alone actually improves performance. Back in our day there were a ton of things that game developers could do that would cut the performance to a tenth or less of what a single card would achieve due to triggering massive amounts of inter-card communication.

  17. Poor pressentation, but good content... by geogob · · Score: 1

    I find he content and discussion very interesting. For me, this was something obvious because of my line of work, but I can imagine that most people reading (and writing) GPU reviews had no clue what so ever about this.

    As much as I find the content interesting, its presentation is awful. Although is is interesting the present some figures on a frame-count base, most of the overview figures should be on equivalent time base, allowing a proper comparison of the tests sequences. I'd have shown one frame based graphic to explain what was going on and than used this frame based scale only for the "zooms" illustrating specific features or effect.

    Also, the author probably never heard of histograms and/or distributions. Nor of variance, standard deviation, etc.

  18. Re:What about Display factor? by Computershack · · Score: 1

    How dare you throw in the performance of the bottlenecking bit of hardware into this? Thats just unfair. Next you'll be blaming hard drives for level loading times.

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  19. Traditional benchmarks are limited anyways by Gaygirlie · · Score: 1

    I've always wondered about the insistence of various parties on using FPS as The Benchmarking Standard[TM] while ignoring all the things that contribute or limit the FPS achieved. A real benchmark should atleast keep track of CPU usage, GPU usage, bus bandwidth usage (ie. if for example GPU is idling a lot of its time because the bus can't keep up) and memory bandwidth usage. Then it would be much easier to find bottle-necks and make proper comparisons by ensuring that only the item to be benchmarked is causing bottlenecks, no other part in the equation.

    Then again, I am not aware of a single benchmarking suite (or website, for that matter!) actually caring about bus saturation or providing meaningful information, only FPS numbers or some other inflated score to shake e-peens at.

    1. Re:Traditional benchmarks are limited anyways by cynyr · · Score: 1

      i agree with you, much like the recent AMD bulldozer discussion where some anandtech benches were linked to. The slightly higehr clocked non-turbo quads beating the 6 ways in x264 encodes... seems to me they need to turn some more x264 options on.

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  20. Re:I used my GPU card by nitehawk214 · · Score: 2

    Well played Sir. I used my overclocked Radeon HD 3650 to post this (almost as quick) reply...

    by Anonymous Coward on Friday September 09, @10:10AM
    by webmistressrachel (903577) Alter Relationship on Friday September 09, @10:39AM

    19 minutes? Sounds about right.

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  21. No great loss. Benchmarks are BS. by thePuck77 · · Score: 1

    The only way I have ever been able to test what real performance will be like in a given game or rendering in a given program is to play that game or render in that program. Even built-in benchmarks like in HL2 don't seem to take gameplay into account well enough. While (at best) benchmarks can be a help in deciding what to buy in a very general way, I have learned to be skeptical and trust my experience only. Even framerate monitors in games often don't reflect the smoothness of the experience of the game. Rift would show around 30-40 FPS, WoW would show 75-100, yet Rift would seem to feel far smoother.

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  22. Inverse measure is what we want by jensend · · Score: 1

    I'm glad somebody started looking at ms per frame instead of frames per second. Since what we really care about for game performance is whether frames are rendered quickly enough to give satisfactory reaction times etc, using frames per second is misleading.

    Another example where the same thing happens is fuel consumption: we keep talking about miles per gallon, but what we primarily care about is the fuel consumed in our driving, not the driving we can do on a given amount of fuel, so this is misleading. To use wikipedia's example, people would be surprised to realize that the move from 15mpg to 19mpg (saving 1.4 gallons per 100 miles) has a much bigger environmental and economic impact than the move from 34mpg to 44mpg (saving 2/3 of a gallon per 100 miles).

    Similarly, moving from 24 fps to 32 fps has a bigger impact on the illusion of motion, fluidity, and response times than moving from 40 fps to 60 fps (10.4 ms difference vs 8.3 ms difference in time between frames). I think everyone should have been using ms per frame all along.

    (note: yes, I already said this on their forum, I just think it should be repeated here)

    1. Re:Inverse measure is what we want by uigrad_2000 · · Score: 1

      Changing from frames/sec to msec/frame doesn't fix the problem at all.

      I was playing Minecraft the other day with a buggy mod installed, and was getting 240 fps, but choppy performance. Sometimes I'd get 1 second spikes, and the fps monitor would change to show something like 30fps before creeping back up to 240. If you convert that to msec/frame, those numbers still look really good.

      Other games that run at 50fps looked much better than this buggy minecraft mod. Taking the inverse (as you suggest) doesn't help. Reporting the time for the worst case frame would be the simplest way to show how choppy my experience was. A new metric entirely is needed to show the difference here.

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    2. Re:Inverse measure is what we want by jensend · · Score: 1

      Of course just looking at an average of either quantity isn't going to be sufficient- you need to look at the distribution of values, not just the mean. (Looking at the 99th percentile, as they did in the article, is a start.) But at least this way we're looking at the distribution of the right numbers.

  23. Re:SLI/Xfire have never been good by Hatta · · Score: 1

    Voodoo 2 SLI is as good as advertised. Twice the FPS, higher resolution support, and it "just works". No stability problems, and the cards work fine with passive cooling.

    I'd agree that what nVidia did with SLI has all been garbage though.

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  24. Re:SLI/Xfire have never been good by 0123456 · · Score: 1

    Voodoo 2 SLI is as good as advertised. Twice the FPS, higher resolution support, and it "just works".

    That's because the Voodoo-2 was a cut-down piece of crap even in its heyday. You literally couldn't do anything with it that would make SLI difficult.

    Most people I knew in graphics and gaming at the time hated 3dfx for crippling the industry with its refusal to add any features that weren't required to render Quake fast.

  25. Re:I used my GPU card by BitZtream · · Score: 1

    Yea, or 29 minutes ... depending on if you want correct math or not. Hope thats not what you're using that GPU for :/

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  26. Pretty sure by h4x0t · · Score: 1

    They already show Min Frame Rate next to average on Tom's Hardware....

  27. Another source by Samuraid · · Score: 1

    Tom's Hardware posted a similar sort of analysis a few weeks ago: http://www.tomshardware.com/reviews/radeon-geforce-stutter-crossfire,2995.html

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  28. Re:I used my GPU card by UnknowingFool · · Score: 1

    I see someone is still using an old Pentium I. *ducks*

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  29. Re:What about Display factor? by BitZtream · · Score: 1

    No, because its consistent, every frame, at vsync and it doesn't hold back the rendering process.

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  30. Re:SLI/Xfire have never been good by Hatta · · Score: 1

    The Voodoo 2 still has the prettiest output of any graphics card I've ever seen. It may not have all the features you want, but what it has it does really well.

    You have a point though. 3dfx didn't do much to hold onto its market leader position and paid the price.

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  31. Re: time/frame by X0563511 · · Score: 1

    This would work, though you should make sure to cut the first few seconds off. In just about every graphics benchmark I've ever seen, the initial few frames stutter madly as the process starts before the GPU has finished loading everything into VRAM.

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  32. Re:Suggested test fails by Mprx · · Score: 1

    Do you use a wireless mouse? Some of them update only at about 60Hz, so you'll not see the benefit in window dragging. And even with a wired mouse, the default 100Hz (Linux) or 125Hz (Windows) mouse update rate isn't fast enough to guarantee updating every frame on a 120Hz monitor, so you'll need to change mousepoll (Linux) or install a hacked hidusbf with test certificate (Windows). It's also possible your window compositing system is capped at 60fps. IIRC correctly Compiz does that unless you change some hidden setting, and maybe Aero does too. I don't use compositing.

    The difference between 60Hz and 120Hz is extremely obvious if you're actually updating every frame. I refused to use a LCD until 120Hz LCDs were available, and even that's just barely adequate. A 200Hz CRT is clearly smoother.

  33. FPS vs refresh rate by ryanw · · Score: 1

    Why would anyone need a framerate faster then the refresh rate of the display refresh rate you're using?

    I've never understood why anyone would push a graphics card faster then the refresh rate of the display you're using. Why not just cap it off at the max refresh rate, and let the card take more time in rendering each frame.....

    It seems as though there should be some sort of "dynamic rendering" option. You want the framerate to match the refresh rate of the monitor, so why can't the rendering engine decide what to spend more or less time on?

    For instance, there are the core objects and lights and maps that make up the main scene, then from there there's particle engines, reflections, additional shading, etc. If the card has the capability to do 500 fps, I'd rather it focus on making a REALLY AMAZING 90Hz or 120Hz (or whatever my refresh rate is)....

    And the flip side is true as well. If I'm playing a game, I'd rather it keep up with the monitor refresh rate rather then paint a pretty picture. It doesn't make sense for it to a beautiful scene while I'm getting whomped on.

    The rendering engine for video games should dynamically choose what to render based on what your computer is capable of. All special effects and anti-aliasing and everythiing should be turned on when it starts up ... and it should scale back the unnecessary items as it can't keep up... and throughout the game one room might have different settings on than another depending on everything going on.

  34. Re: time/frame by lgw · · Score: 1

    Yes, the Crysis benchmark ignores the entire first test loop. (Didn't I just say that?)

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  35. Re:Suggested test fails by Mprx · · Score: 1

    And don't forget that all OSs default to running 120Hz monitors at 60Hz. You have to change them to 120Hz manually. Windows even sometimes resets them back to 60Hz when you change some other display setting.

  36. Re: time/frame by X0563511 · · Score: 1

    You did... somehow my brain skipped right over that. Apologies.

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  37. Re: time/frame by Anonymous+Freak · · Score: 1

    This.

    min and max ms between frames, mean, and standard deviation.

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  38. Re: time/frame by GameboyRMH · · Score: 1

    I notice Crysis is a game that suffers strongly from the problem the article talks about. It runs smoothly most of the time and then occasionally, it'll bog down for a small fraction of a second, apparently skipping a few frames.

    Also some games seem to slow down no matter what computer you run them on. GTA3, GTA:SA and NFS: Undercover all do this if there are too many cars nearby. You can fiddle with the graphics settings all you want, same behavior.

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  39. Re:I used my GPU card by webmistressrachel · · Score: 1

    That was my point... whoosh...

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  40. COD Black Ops embodies this article by dicobalt · · Score: 1

    When Black Ops came out I was getting decent FPS but the stuttering made it unplayable. It seems that this game requires a CPU with an onboard memory controller *and* 3/4 available cores. If you don't meet both those requirements the engine will stutter just as this article describes. This was a problem for users of Core2 series CPU's, even Core2quads were inadequate. Activision refuses to acknowledge the severity of this problem to this day.

  41. Re: time/frame by MagusSlurpy · · Score: 1

    Also some games seem to slow down no matter what computer you run them on. GTA3, GTA:SA and NFS: Undercover all do this if there are too many cars nearby. You can fiddle with the graphics settings all you want, same behavior.

    Sounds like it might be a CPU issue, not graphical. I would see the same thing running L4D on my 1201N, the ION was perfectly happy running at reasonable settings, but as soon as a horde came, the poor little Atom N330 choked and I'd be running at 10 FPS, no matter what the graphical settings were.

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  42. Re: time/frame by GameboyRMH · · Score: 2

    At least the GTA games exhibit the same behavior on computers that are ridiculously overpowered for those games (2x+ recommended processing power), and I'd bet the same will prove true of NFS:Uc - that slowdown happened on an i7 940. So it's not something you can take care of by throwing more processing power at the problem.

    The L4D games all run silky smooth on my i7 940 system, so I don't think it's the same kind of problem.

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  43. Progessive is 25 or 30 fps by evanh · · Score: 1

    Note: Not all TV shows are at 50 or 60 Hz. Some TV shows use the progressive encoding scheme that halves framerate.

    The two fields of interlace are hijacked to form a single still image. It's a single image built from two passes. Hence the name "progressive".

    They sacrifice framerate for the sales pitch. I don't know why though. Possibly to make the freeze-frame look better, dunno.

  44. The "film look" by tepples · · Score: 1
    Most progressive TV shows I've seen appear to have been shot on film (or video processed to look like film), and I mentioned those: "24 fps, when a show is filmed and telecined".

    They sacrifice framerate for the sales pitch. I don't know why though.

    TV producers use film to make the show appear more cinematic. Audiences are used to seeing film-like frame rates and other artifacts of film for scripted programming as opposed to video for "reality" programming such as news and sports.

    Possibly to make the freeze-frame look better

    The freeze-frame doesn't look better when you hit it at the wrong field dominance.

  45. What's more by Sycraft-fu · · Score: 1

    You can sure as hell tell the difference between 24fps and 60fps video. It is real, REAL easy to see. I have an AVCHD cam that will shoot 24p, 30p, or 60p (HDC-TM900 if you are interested) and it is amazing how smooth the 60p video looks. You just don't get that kind of smoothness in movies.

    Some people don't like it, they think it looks "too smooth" and "not cinematic". In other words, they've gotten used to the choppiness of 24fps and associate that with movies.

    What's more, there's a market in TVs that try to deal with this. You'll find many "120Hz" or "240Hz" TVs on the market. They don't accept input signals of that rate (with extremely few exceptions). What they do is motion upsampling. They try and generate intermediate frames, when you turn that mode on. The result is actually amazingly good. It has artifacting at times and doesn't work on all sources but over all, you get much smoother motion than just displaying the source directly. Similar to resolution upsampling many TVs and DVD/Blu-ray players can do for DVDs, just in the time domain instead.

    24fps is not "all we need." It was decided to be "good enough" for film. You can real easy see the difference with higher fps stuff, even with video with motion blur. If you get a chance I encourage you to try it out. Find a 60p AVCHD camera, which are hot that hard to find these days, and shoot some video in 60p and 24p mode. Then play it back on an HDTV that accepts both inputs (most do and the cameras have HDMI out). You'll be amazed at the silky smoothness of the 60p video. It looks so... real compared to 24fps.