Forza Horizon 5: PC graphics performance benchmark review

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Game Frametime Analysis

Game Frametime Analysis GPU and CPU

The charts below show you graphics anomalies like stutters and glitches in a plotted chart: frame time and pacing measurements. 

Frame time
in milliseconds
FPS
8.3 120
15 66
20 50
25 40
30 33
50 20
70 14
  • FPS mostly measures performance, the number of frames rendered per passing second.
  • Frametime AKA Frame Experience recordings mostly measure and expose anomalies - here, we look at how long it takes to render one frame. Measure that chronologically, and you can see anomalies like peaks and dips in a plotted chart, indicating something could be off. 

We have a detailed article (read here) on the methodology behind it all. Basically, the time it takes to render one frame can be monitored and tagged with a number; this is latency. One frame can take, say, 17 ms. Higher latency can indicate a slow framerate, and weird latency spikes indicate a stutter, jitter, twitches; basically, anomalies that are visible on your monitor. These measurements show anomalies like small glitches and stutters that you can sometimes (and please do read that well, sometimes) see on screen. Below I'd like to run through a couple of titles with you. Bear in mind that Average FPS often matters more than frame time measurements. 

Please understand that a lower frame time is a higher FPS, so for these charts, lower = better. Huge spikes would be stutters, thick lines would be bad frame pacing, and the graduate streamlining is framerate variation.  As you might have observed, we're experimenting a bit with our charts and methodology. Below is the game at WQHD, with image quality settings as used throughout this review.

For our test run, we'll fire off a 30-second scene at 3840x2160 pixels in DX12+Raytracing. We opt to use the Radeon RX 6600 XT paired and used a GeForce RTX 3060 Ti. latter one being faster. Once you see visual peaks at 40ms, you're in stutter territory. The game engine does have them.


Rad-frames

Above Radeon RX 6600 XT - DX12 (shading/rasterizer/raytracing) frametimes

Rad-fps

Above Radeon RX 6600 XT - DX12 (shading/rasterizer/raytracing) FPS plot

Nv-frames

Above GeForce RTX 3060 Ti - DX12 (shading/rasterizer/raytracing) frametimes

Nv-fps

Above GeForce RTX 3060 Ti - DX12 (shading/rasterizer/raytracing) FPS plot

Let me note that this plot is at a max of 40ms whereas we normally plot at 60ms.  Stutter does occur every now and then, but other than that the frame pacing looks fine.  

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