MEASUREMENT PAGES

Reading the benchmark

It measures frame times while you play your own game, not a synthetic scene. What the percentiles mean and why the average is the least useful number on the page.

What it measures

Frame times from the game you are actually playing, read from the graphics stack itself rather than from an overlay hooked into the game. Start the capture, play normally, stop it.

Playing your own game matters. A synthetic scene tells you how the machine handles that scene; it cannot tell you whether your game stutters in the one place it always stutters.

The numbers

NumberWhat it tells you
Average FPSthe least useful figure here. Two machines with the same average can feel completely different.
1% lowthe worst 1% of frames. This is what stutter feels like — a high average with a poor 1% low is the classic "high fps but feels bad".
0.1% lowthe rarest, worst frames. The visible hitches.
Frame timethe same data in milliseconds. 16.7 ms is 60 FPS, 6.9 ms is 144.

Read the lows, not the average. Going from 200 to 210 average changes nothing you can feel. Going from a 90 to a 140 in the 1% low changes everything.

Comparing two runs honestly

Why the numbers move between runs

They always do. Thermals, background work, where you walked, what the other players did. A few percent between two runs is normal and is not evidence of anything. If a change is real, it shows up repeatedly and it shows up in the lows.

Saved runs feed the stutter scan

Runs you save are used as evidence by the stutter scan: frames measured clearly slower than the frames around them appear there as a finding of their own, next to the possible causes. A saved run from the game that stutters is the most direct evidence you can hand it.

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