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Frametimes does not look great in raw with PresentMon Beta

Open TheWonderfulTartiflette opened this issue 2 years ago • 11 comments

image Look at this. The frametimes seems to go all over the place, when in reality the game is very stable (God of War). For comparison, here's the frametime graph of Afterburner : image

I don't know what's causing PresentMon Beta's graphs to look horrible, but I think this really should be fixed, or at least make it display in an Afterburner's style

TheWonderfulTartiflette avatar Sep 01 '23 17:09 TheWonderfulTartiflette

Give it a read, pay attention to Tom's slide from presentation with my comments:

https://forums.guru3d.com/threads/msi-ab-rtss-development-news-thread.412822/page-206#post-6159952

RTSS and PresentMon calculate frametimes on slightly different time points. RTSS samples it as Start-to-Start (but can be changed to Present-to-Present depending on your preferences) as it is closer to game engine's frame timings, PresentMon samples it as Present-to-Present only.

AlexUnwinder avatar Sep 01 '23 17:09 AlexUnwinder

I've read it, but I won't lie I didn't understand everything. Tldr, is this normal that this is happening? And how do I make it look like RTSS'?

Le ven. 1 sept. 2023, 19:45, AlexUnwinder @.***> a écrit :

Give it a read, pay attention to Tom's slide from presentation with my comments:

https://forums.guru3d.com/threads/msi-ab-rtss-development-news-thread.412822/page-206#post-6159952

RTSS and PresentMon calculate frametimes on slightly different time points. RTSS samples it as Start-to-Start (and can be changed to Present-to-Present depending on your preferences) as it is closer to game engine's frame timings, PresentMon samples it as Present-to-Presnet only.

— Reply to this email directly, view it on GitHub https://github.com/GameTechDev/PresentMon/issues/166#issuecomment-1703114034, or unsubscribe https://github.com/notifications/unsubscribe-auth/AKQEDKU2UKB6IMGTBEG7TNTXYINMXANCNFSM6AAAAAA4H3SDVI . You are receiving this because you authored the thread.Message ID: @.***>

TheWonderfulTartiflette avatar Sep 01 '23 19:09 TheWonderfulTartiflette

As Alex pointed out, the beta is calculating "Frame Time" incorrectly, which is leading to these less-stable values. It will be fixed for the next release. Thanks for pointing this out.

@JeffersonMontgomery-Intel Thanks a ton. By the way, does the PresentMon Beta software updates itself?

TheWonderfulTartiflette avatar Sep 01 '23 22:09 TheWonderfulTartiflette

No, for now you'll need to subscribe to hear about new releases and re-install manually.

I'm going to re-open this just to remind me to actually fix it 😁 (or if anybody wonders the same thing until we fix it).

@JeffersonMontgomery-Intel seems like I made a mistake, I can't really "subscribe" to releases as PresentMon isn't on GitHub. Where can I know when an update is out then?

TheWonderfulTartiflette avatar Sep 01 '23 22:09 TheWonderfulTartiflette

I do not think that beta calculates in incorrectly and needs to be fixed. You just calculate slightly different metric, which is also valid and useful. Presentmon's frametime is msBetweenPresents and RTSS reflects something like msBetweenPresentReturns by default.

AlexUnwinder avatar Sep 01 '23 22:09 AlexUnwinder

If you go to the main repository page: https://github.com/GameTechDev/PresentMon

Click the "watch" dropdown, then "custom", then you can check "releases" and you should get notified for future releases.

Yeah but that's only for the PresentMon SDK, right? So no PresentMon Beta GUI?

TheWonderfulTartiflette avatar Sep 01 '23 23:09 TheWonderfulTartiflette

No, we'll post/announce new GUI beta releases here too.

Okay, thanks a ton! :)

TheWonderfulTartiflette avatar Sep 01 '23 23:09 TheWonderfulTartiflette