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Sponsor: Arctic Liquid Freezer III on Amazon - https://geni.us/5N1BRr9 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. Watch our video with Tom Petersen talking about how GPU drivers actually work (and what "optimization" means: https://www.youtube.com/watch?v=Qp3BGu3vixk Learn more about system latency in our interview with an NVIDIA technical expert previously: https://www.youtube.com/watch?v=Fj-wZ_KGcsg Watch our previous interview with Tom Petersen where we discussed GPU Busy: https://www.youtube.com/watch?v=5hAy5V91Hr4 Watch our debut of GPU Busy testing here: https://www.youtube.com/watch?v=raf_Qo60Gi4 The best way to support our work is through our store: https://store.gamersnexus.net/ Like our content? Please consider becoming our Patron to support us: http://www.patreon.com/gamersnexus 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 ** Please like, comment, and subscribe for more! ** Links to Amazon and Newegg are typically monetized on our channel (affiliate links) and may return a commission of sales to us from the retailer. This is unrelated to the product manufacturer. Any advertisements or sponsorships are disclosed within the video ("this video is brought to you by") and above the fold in the description. We do not ever produce paid content or "sponsored content" (meaning that the content is our idea and is not funded externally aside from whatever ad placement is in the beginning) and we do not ever charge manufacturers for coverage. Follow us in these locations for more gaming and hardware updates: t: http://www.twitter.com/gamersnexus f: http://www.facebook.com/gamersnexus w: http://www.gamersnexus.net/ Steve Burke: Host Tom Petersen: Guest Vitalii Makhnovets: Camera, Editing Tim Phetdara: Editing
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