(SWITCH 2) I analyzed 18,000+ frames to test Screen Space Reflections' FPS cost

(SWITCH 2) I analyzed 18,000+ frames to test Screen Space Reflections' FPS cost

TLDR: Frame-diffed 18,000+ captured frames (7,300+ unique) across 3 Switch 2 Oblivion Remastered locations to measure Screen Space Reflections' real FPS cost — not eyeballing a counter. Result: it's scene-dependent, not a flat hit. ~12.5% avg FPS cost on a rock traversal path, ~2% at Garlas Malatar. Full breakdown + methodology in the video:

https://youtu.be/aOmMPf0PYe8

u/IdQuadMachine — 4 days ago
▲ 40 r/OblivionRemastered+1 crossposts

I was initially wrong about the Switch 2 version

TL;DR: Ran custom Python frame-timing analysis on Oblivion Remastered (Switch 2) across three gameplay sessions — traversal, an Oblivion Gate, and a cave dungeon. Game holds a locked 30fps ~85% of playtime (82-87% across sessions), and when it's at 30 it's properly paced — only 6% of adjacent frame pairs oscillate, so no judder. 1% low sits at 20fps, 0.1% low around 15fps in all three, with occasional 400-480ms hitches (likely UE5 asset streaming, not GPU-bound — same hitch profile in every environment tested). Also did a real-footage vs. our pre-launch simulated-render comparison — lighting/shadows are notably better in the real build than we predicted, foliage density is the main casualty. Bonus: Joy-Con mouse controls make combat genuinely usable at 30fps in a way the standard controller doesn't. Full data + charts in the video.

https://youtu.be/6JA_Td9dVPU

u/IdQuadMachine — 8 days ago
▲ 0 r/GearsOfWar+1 crossposts

Gears of War E-Day PC 4k Maxed Settings Frame Analysis

I put two full multiplayer matches of Gears of War: E-Day under the microscope with frame-by-frame analysis of 4K/60 capture — every one of the 38,000 frames measured, not eyeballed.

The short version: this build holds 60fps for 91-94% of playtime, averaging around 56-57fps across both matches. But averages don't tell you how a game feels. The 1% lows ranged from 20 to 30fps between sessions, the biggest single hitch held one frame for 467ms (28 dropped frames), and there's a consistent pattern to where the drops happen — watch the video examples.

Numbers from analysis:

- Match 1: 56.3 avg / 20.0 1% low / 91% of playtime at 60fps

- Match 2: 56.9 avg / 30.0 1% low / 94% of playtime at 60fps

- Worst hitch: 467ms frame hold (28 frames)

Methodology: Captured via Elgato 4K X at 4K/60. Every frame is compared against the previous one using full-frame pixel differencing with a noise-calibrated threshold, producing per-frame frametime data — the same duplicate-frame technique used by the analysis tools the performance-review community relies on. Menus and static screens are excluded from the stats rather than counted as frame drops. Analysis tool is my own build (Stutter-Sleuth).

NOTE: This is PRE-RELEASE software. Performance may improve (or regress) by launch — I'll retest on the release build.

https://youtu.be/r2IOWa7m1PU

u/IdQuadMachine — 9 days ago
▲ 9 r/Gaming4Gamers+1 crossposts

Found a side-by-side simulating what Oblivion Remastered might look like on Switch 2, based on Bethesda's confirmed specs

https://www.youtube.com/watch?v=XECDu82Lw9g

With the Switch 2 version dropping August 11, this breaks down the actual hardware constraints — 30fps cap in both handheld and docked, no performance mode, and the T239 chip's ~1.71 TFLOPS in handheld — then recreates that on PC to show what the real gap looks like against native settings. Water detail, ruins geometry, and grass/shrub loading show the clearest differences.

Curious what people here think — is a locked 30fps going to be a dealbreaker, or is everyone picking it up regardless for the portability?

u/IdQuadMachine — 18 days ago