Video Performance Analysis of GT5 Prologue

Gran Turismo 5: Prologue 14 April 14, 2009 by

The engineers at Digital Foundry have used GT5 Prologue to demonstrate one of their new video performance analysis tools.  As you can see in the clip above, their software graphs the frame rate at a given point in time while marking each torn frame.  They cite all of the criticism that the game has received for “tearing”, yet their objective results show the game performs exceptionally well.  Another revelation: frame rate is cut down to 30 FPS during the “pre-race drive-by”, with lots of torn frames.  Once the player gets control of the car, the game rockets up to 60 FPS, with no obvious explanation.  Watch how the FPS is, otherwise, only really affected when  other cars are in very close proximity.

What the Digital Foundry guys found most interesting, though, was how the actual level of anti-aliasing changed depending on what resolution the PS3 was set to output:

GT5 is a very special game in that while it runs with 2xMSAA in 1080p mode, at 720p, it renders at 1280×720 but invokes 4xMSAA – one of the few games on PS3 that actually does this.

You can learn more about what MSAA means, or just head on over to Digital Foundry’s blog entry for more details.  Thanks for sharing your results, guys – we’ll be watching for a follow-up the next time the game is updated.

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