If you're running at settings which are largely GPU-limited, then you will see the
microstutter (as you have found above).
In CPU-limited scenes you will see very low
microstutter, as the GPU output syncs to the CPU, which it is waiting for after each frame.
Given that you have gained (virtually) nothing in this benchmark from overclocking the CPU, I would guess you're largely GPU-limited in this case. I suspect the scene that Zaxis benchmarked was largely CPU limited.
... Looks like I don't need the entire game in order to run the benchmark, so I'll grab it and do some comparisons using the GTX480s. Good to see more ATI results coming in now though - just what I'm after in order to compare the two technologies
It would help if you could let me know the exact settings you used (resolution, AA/AF, detail levels etc), and when you started the FRAPS benchmark / how long you ran it for, so I can replicate as close as possible
Edit:
1920*1200, 4xAA, 16xAF, textures=very_high, SSAO=on, tessellation=on, shadow quality = high.
Ran the FRAPS bench for the entire run (stopped as the benchmark fades out)
Ouch... Pretty bad
Although, as above, the sufficiently high framerate made it seem pretty smooth.
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