MLB '19 Framerate drops/sutters help and discussion thread
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Re: MLB '19 Framerate drops/sutters help and discussion thread
Okay folks, I've made some interesting new developments. A little test run, if you will. I shall continue this for the rest of the stadiums that I do.
The Experiment
With every stadium, I am creating a June 1pm clear skies start time between the Dodgers and Giants (they are the first two that pop up on my screen). I'm using the Strike Zone 3 camera, because it's what you start off with in the game (perhaps best optimized by default and maybe what most people use who don't touch many options), plus shows a nice wide view of each stadium, possibly giving way to more framerate hiccups here and there.
I edited Madison Bumgarner so that his curveball goes slowly as it possibly can (about 68 MPH), lowered the difficulty to Rookie and lowered the Offspeed Pitch slider to 0. I've also disabled Pitch Confidence, chose Classic pitching and just tapping the pitch button. I did this so that the ball can be drawn on screen for as many frames as possible, with as many pitches in the same-ish vicinity as possible. I'm throwing the first ten windup pitches in the game that I can.
The game is captured in Faster mode with my elgato HD60, which captures at 59.94 FPS (which is standard for 60 FPS). I can rummage through each and every frame, actually count the number of frames the ball is on screen, and even count which frames are duplicated.
The Data
Because I'm setting it up at two-player, I get to see the frame when the ball is actually released from Bumgarner's hand because it turns into a pearly-white beach ball. Starting from that frame, I count every frame that the ball is drawn on screen, until the final frame that it disappears (I count that frame as well). I then go back and count the number of times frames are duplicated during that sequence*.
After I get the numbers accumulated for the ten pitches, here are the values I'm treating of importance:
- The average number of frames AND seconds the ball is pitched on screen (for that particular stadium).
- The average number of frame duplicates per pitch.
- The unit ratio of the number of new frames that are drawn to the number of duplicate frames that are drawn (over the course of the ten pitches).
- The perceived "framerate" during a pitch (determined by how many new frames are drawn per second).
* To be fair, once the windup starts there are frame duplicates going as far back as that, but I am less concerned about that time frame, it would take much longer, and because the motions are much subtler and farther away they will be more difficult to track the duplicates.
The Results
I'll keep adding as I go, and put them in order from best framerate to worst. Be patient, this will take a long while to do (more than a week, for sure).
SPRING TRAINING STADIUM- avg. pitch time: 1.024 sec
- avg. # frames: 61.4
- avg. # duplicates: 0
- new frame/dup: --
- avg. framerate: 59.94 FPS (perfect)
<iframe width="560" height="315" src="https://www.youtube.com/embed/FaQGsnQOFPA" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
CHASE FIELD- avg. pitch time: 1.004 sec
- avg. # frames: 60.2
- avg. # duplicates: 0.3
- new frame/dup: 199.7
- avg. framerate: 59.64 FPS
<iframe width="560" height="315" src="https://www.youtube.com/embed/uAl6B99LW6I" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
FENWAY PARK- avg. pitch time: 1.024 sec
- avg. # frames: 61.4
- avg. # duplicates: 2.8
- new frame/dup: 20.9
- avg. framerate: 57.21 FPS
<iframe width="560" height="315" src="https://www.youtube.com/embed/AjnLAm7myHg" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
SUNTRUST PARK- avg. pitch time: 1.013 sec
- avg. # frames: 60.7
- avg. # duplicates: 4.9
- new frame/dup: 11.4
- avg. framerate: 55.10 FPS
<iframe width="560" height="315" src="https://www.youtube.com/embed/93y9s4GFZ74" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
ORIOLE PARK- avg. pitch time: 1.016 sec
- avg. # frames: 60.9
- avg. # duplicates: 5.9
- new frame/dup: 9.3
- avg. framerate: 54.13 FPS
<iframe width="560" height="315" src="https://www.youtube.com/embed/pIkpTAxiB9o" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
WRIGLEY FIELD- avg. pitch time: 1.001 sec
- avg. # frames: 60.0
- avg. # duplicates: 7.7
- new frame/dup: 6.8
- avg. framerate: 52.25 FPS
<iframe width="560" height="315" src="https://www.youtube.com/embed/zfqhvGhRm20" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
YANKEE STADIUM- avg. pitch time: 1.013 sec
- avg. # frames: 60.7
- avg. # duplicates: 8.1
- new frame/dup: 6.5
- avg. framerate: 51.94 FPS
<iframe width="560" height="315" src="https://www.youtube.com/embed/9ia6W3ZGM94" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
Analysis
Looking at the pitch time/# of frames is important, because it goes to show there isn't any actual slowdown occurring. When there is a frame duplicate though, you're not skipping a frame either. What's happening is that these frames are just spread slightly further apart in a stadium that exhibits more frame duplicates. Not only that, but the frame duplicates themselves cause that little bit of stutter.
So when you're only getting about 52 FPS at Yankee Stadium with stutter, compared to that of Chase Field which is nearly next to the immaculate Spring Training ballpark (Chase actually was perfect 7 out of the 10 pitches, and three of those there was a single frame duplicate), you are experiencing something that can be visibly different for those who are sensitive to it.
Conclusion
There is an issue in certain parks, some worse than others. I will continue this with all of the other parks so they can actually be sorted and ranked, and just maybe the developers can figure out how to work on some of the worse parks to improve the framerate experience.
And all of this had nothing to do with the dynamic camera when the ball is in play. That's a whole 'nother animal.
Anyway, if you're watching the videos above, remember that you are looking at the slowest possible pitch speeds that are out there (68 MPH with the speed slider turned down and on Rookie). This means the separation between frames is minimized. If you are on Legend with Pitch Speed at 10 and facing a 95-100 MPH fastball, those frames separate themselves significantly more, and it makes a much larger difference. I'm sure once I find the measurably worst stadium out there, I will compare exactly that to the Spring Training ballpark.Last edited by Blzer; 04-06-2019, 08:22 PM.Samsung PN60F8500 PDP / Anthem MRX 720 / Klipsch RC-62 II / Klipsch RF-82 II (x2) / Insignia NS-B2111 (x2) / SVS PC13-Ultra / SVS SB-2000 / Sony MDR-7506 Professional / Audio-Technica ATH-R70x / Sony PS3 & PS4 / DirecTV HR44-500 / DarbeeVision DVP-5000 / Panamax M5400-PM / Elgato HD60Comment
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Re: MLB '19 Framerate drops/sutters help and discussion thread
I played a full homerun derby at Yankee stadium and noticed that the frame rate dips got worse as the derby went on. It literally got worse and worse...
Towards the end, it wasn't "unplayable" but it was for sure eye jarring. Funny thing though, I never noticed any frame issues with the ball in flight from the pitcher to my bat, but once I hit the ball and the camera switched the frame dips kicked in.Comment
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Re: MLB '19 Framerate drops/sutters help and discussion thread
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Re: MLB '19 Framerate drops/sutters help and discussion thread
I'm noticing that clear sky games actually play better than cloudy or overcast games. Super strange.Comment
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Re: MLB '19 Framerate drops/sutters help and discussion thread
For me the retro cam significantly reduces the frame rate issues. It really limits any view of the crowd which is less aesthetically pleasing but makes the game much more playable.Comment
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Re: MLB '19 Framerate drops/sutters help and discussion thread
You are right, but it makes no sense, this damn game should perform as other sports games, it is a shame they can not offer true 60 fps in all stadiums. Other than that it is so a great sports game, but with this issues it is unplayable for me personally and I am not willing to play it. Back to Fifa 19.Comment
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Re: MLB '19 Framerate drops/sutters help and discussion thread
I think it is the question if they are really want to fix it? I guess they do not want to fix it, because there was never be a answer from the devs about this issue.Comment
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Re: MLB '19 Framerate drops/sutters help and discussion thread
They have acknowledged that they are aware of the issue and are looking into it. It was brought up twice in this thread before, I think.Samsung PN60F8500 PDP / Anthem MRX 720 / Klipsch RC-62 II / Klipsch RF-82 II (x2) / Insignia NS-B2111 (x2) / SVS PC13-Ultra / SVS SB-2000 / Sony MDR-7506 Professional / Audio-Technica ATH-R70x / Sony PS3 & PS4 / DirecTV HR44-500 / DarbeeVision DVP-5000 / Panamax M5400-PM / Elgato HD60Comment
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Re: MLB '19 Framerate drops/sutters help and discussion thread
Thank you. Hadn’t had a chance to go back and look.
Sent from my iPhone using Operation SportsComment
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