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Benchmarking Analysis: Widescreen vs. Surround http://www.wsgf.org/phpBB3/viewtopic.php?f=82&t=32494 |
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Author: | skipclarke [ 11 Jan 2018, 17:37 ] | ||||||||||||||||||||||||||||||||
Post subject: | Benchmarking Analysis: Widescreen vs. Surround | ||||||||||||||||||||||||||||||||
Pulling the data from my review of the NVIDIA GeForce 9800GX2, I set out to determine the impact that a Widescreen or Surround Gaming aspect ratio have on frame rates. We all know that increasing resolution decreases FPS. But, what if that wasn't always the case? What if 1280x1024 performed better, due to its smaller FOV? What if Surround takes a major hit, even at low resolutions, due to its increased FOV? And if these are true (find out below), where does widescreen fall? I ran a series of benchmarks at twelve common resolutions for my review of the NVIDIA GeForce 9800GX2. Analyzing that data, I've been able to determine the impact of FOV on fps. As of now, my rig stands at:
The BenchmarksSeven games, in twelve resolutions, for each of two video cards. That's a lot of time, and a lot of frames. The Effect of Aspect RatioWe all know that the number of pixels effects fps (frames per second). But, how does the aspect ratio effect fps? Increasing the resolution adds detail to the on-screen objects, but increasing the aspect ratio (the FOV) adds objects to the game "window." Does FOV have an additional (or superseding) effect on fps, than does simple increases in resolution? To help answer this question, I benchmarked every game at every common resolution. I covered everything from 5:4 (the narrowest FOV), to 16:4 (3x4:3 Surround Gaming). The short answer is yes. Aspect Ratio has a major impact on fps; and it often has a greater (and superseding) impact over increased resolution. Here is a table that outlines the Aspect Ratios covered in my testing:
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