Glossary:Frame rate (FPS)
Graphics and video
Resolutions
Video settings
- Field of view (FOV)
- Windowed / borderless fullscreen
- Anisotropic filtering (AF)
- Anti-aliasing (AA)
- High-fidelity upscaling
- Vertical sync (Vsync)
- Frame rate (FPS)
- High dynamic range (HDR)
- Ray tracing (RT)
- Color blind mode
Hardware
For a list of games with support, see high frame rate support (120+ FPS) or 60 FPS support. For a list of games without support, see games that do not support 60 FPS.
Frame rate or frame frequency, often measured in frames per second (FPS), is the frequency (rate) of which frames (images) are rendered at. It is a general concept not unique to computer video games, although it is an important aspect for video games as it can affect the quality of the game experience.
- High frame rates look good - smooth and fluid; low frame rates look bad - uneven and laggy.
This perception of the game experience is because games are interactively controlled and frames are generated as still points in time with no natural motion blur. This makes it easier to notice jerky movement, while in other media motion blurring occurs naturally. Many games do offer simulated motion blur as a graphical option but this can distract even more as the player might be unable to clearly see what happens on-screen in fast-paced sequences.
The achieved frame rate is different for every game and setup and depends on both software and hardware as rendering is quite complex with multiple factors involved. The newer the game and the higher the graphical settings, the harder the computer will have to work to render the frames, which results in a lower overall FPS. Although generally more powerful and expensive hardware will have a higher frame rate, and vice versa. A side effect of the complicated nature of rendering and the factors involved is that problems with the frame rate of a game or multiple games might not always be easy to solve, and may at times not even have a solution.
To better perceive and understand the difference between various frame rates, some form of comparison media can be used. There are several different ones, including websites (listed below), GIFs, and 60 FPS videos on YouTube. Content on YouTube and GIFs are usually bad to compare as the overall quality might be lowered as a result of the compression applied,[1] or only showing FPS to a certain degree; GIFs have a maximum of 50 FPS, YouTube might default to 30 FPS for playback, and most movies are filmed at 24 FPS. Also, keep in mind that games are interactive media so a higher frame rate might not only look different but also feel different when interacting with the game.
Key points
- High frame rates make gameplay feel and look smoother, reduces input latency, and may make screen tearing and stuttering less noticeable. When used in conjunction with a higher refresh rate, motion blur is also reduced significantly (especially combined with low motion blur technologies).
- High frame rates require the GPU and CPU to work much harder, causing higher temperatures and power draw. This is more significant if there is no frame cap set.[2][3]
- Some games may not be optimized for higher frame rates and may cause noticeable glitches (particularly with simulated physics) the more the frame rate increases. Many games therefore employ a frame rate cap, but others have one (usually at 30 or 60 FPS) for no discernible reason; this is particularly common in ports.
General information
- Frame rate on Wikipedia
- Blur Busters
FPS comparisons
- Blur Busters' UFO Motion Tests
- 30 FPS vs. 60 FPS Real game comparison
- Bo Allen's 15 FPS vs. 30 FPS vs. 60 FPS comparison
- Wolfgang - 30 FPS vs. 60 FPS Gaming (YouTube)
Measuring frame rate
- May be inaccurate if game outputs duplicate frames, in which case you can record gameplay and analyze frames manually.
FPS counters are a simple way of measuring the frame rate of a game, and showing average FPS over a short period of time. Most games with built-in FPS counters will use a key combination or console command to toggle the FPS counter, see game-specific articles for details. Alternatively, many third-party injectors drawing an overlay above the game supports measuring and showing a frame rate counter as well. As this is quite a common feature to see, practically all mainstream overlays support the feature, including Origin, Steam, Ubisoft Connect, Fraps, MSI Afterburner, RivaTuner Statistics Server (RTSS), Special K, and more. Some FPS counters, such as RivaTuner Statistics Server (RTSS) and Special K, supports more in-depth frame statistics and can show the frame pacing as a graph over time as well.
Increasing frame rate
The easiest and most effective way to increase the frame rate of a game is to simply lower the graphical settings available. This is also one of the greatest advantages of PC gaming as some users may prefer a higher frame rate and smoother gaming experience at the acceptable cost of visual fidelity, a choice not always available on other platforms. It is also possible a game-specific bug or issue is causing a lowered frame rate if a surprisingly low FPS is experienced; check the game-specific articles to see if this is the case and whether a possible fix exist.
If the frame rate is really low even with minimum settings, the best solution is to try to upgrade the hardware. Although some games allow going even lower with settings by editing configuration files, this typically requires time-consuming manual tweaking and testing and the results may not be satisfactory.
Refresh rate
- High refresh rate allows for much smoother gameplay.
- Refresh rate determines maximum FPS when Vertical sync (Vsync) is enabled.
Refresh rate, most commonly the vertical refresh or scan rate, refers to the number of times per second a display refreshes (updates) its buffer, measured in hertz (Hz). While the frame rate measures how many frames of the game the system is capable of rendering per second, the refresh rate basically measures the maximum number of individual frames the display is capable of showing per second. Regular computer monitors use a fixed refresh rate, and typically supports 24, 30, 50 as well as 60 Hz refresh rates. This means using a frame rate above the configured refresh rate results in rendered frames that the monitor will be unable to show, while a frame rate below the configured refresh rate will result in the repeated drawing of identical frames.
Some games might default to using the lowest refresh rate supported by the monitor, resulting in reduced smoothness and possible screen tearing on high refresh rate monitors even if displayed FPS shows a high value. This happens most prominently for games using Crytek's CryEngine or Rebellion's Asura engine.
When the frame rate and refresh rate of a monitor are not synchronized, a phenomenon known as screen tearing occurs when the graphics card outputs a new frame to the monitor while a refresh is ongoing. This is solved by using vertical sync (Vsync), which forces the graphics card to limit and synchronize the rendering of new frames to the vertical refresh rate of the monitor, or by using a monitor with support for variable refresh rates (VRR) to allow the refresh rate of the monitor to dynamically be synchronized to the output of the graphics card.
Related
Force games to use a custom refresh rate
See Special K > Refresh rate (Hz) for instructions that works with DirectX 9 and 11 games. |
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Forcing refresh rate via DirectX registry entries:[citation needed] |
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|
High frame/refresh rates
Using a higher frame rate in conjunction with a higher refresh rate monitor, it is possible to show more frames which can result in an even smoother and more responsive gameplay. But just like with higher resolutions, perceived differences at higher levels are much smaller although it can still make gameplay more enjoyable and reduce the need for features like motion blurring and vertical sync (Vsync).
Stereoscopic 3D
- Virtual reality devices use stereoscopic 3D.
One of the less used features of high refresh rate displays is the ability to play and view content in stereoscopic 3D. There are a few reasons for this; it usually requires buying separate 3D glasses kit with transmitter, some displays only support certain graphics cards (e.g. "Nvidia 3D Vision Ready" monitors usually only work with Nvidia GPU) and games not designed with it in mind can experience depth related issues with crosshair, shadows, object depth, and more.
3D HDTVs
Most 3D HDTVs do not accept a 120Hz input but this can be forced; see Blur Buster's True 120Hz from PC to TV for testing results.
LightBoost
With some monitors, it is possible to turn on LightBoost which almost completely eliminates motion blurring. Lightboost is normally used when displaying 3D modes and content so it is not available for regular use by default. There are a few ways to enable this with Asus and BenQ monitors and the easiest way is by using the ToastyX Strobelight program. With Samsung monitors simply configure the refresh rate of the PC to 120 Hz and on the monitor configure Response Time to Normal
and enable 3D
.
LightBoost successors
The original LightBoost hack showed that there was a demand for a low motion blur mode among users, and soon after the initial reveal of the hack manufacturers started to incorporate it as an official feature of their monitors as a blur reduction mode. The main difference from the original hack is that its successors produce much better colors and gamma.
Examples includes:
- Eizo FG2421 (Turbo240)
- BENQ XL2420Z (BENQ Blur Reduction)
- Asus ROG Swift PG278Q (ULMB)
HDMI signal overclock on 60 Hz displays that also have VGA ports
Many PC monitors that are officially listed as 60 Hz, but which have both HDMI and VGA input ports, have their hardware designed to support both ports' official resolutions: Namely 1920x1080 at 60 Hz for HDMI, and 1024x768 at 75 Hz for VGA. Such monitors can often be overclocked to 1920x1080 at either 75 Hz or 72 Hz with tools like Custom Resolution Utility, in an attempt to combine both of the resolution specifications; although it is highly recommended to try out such resolutions through e.g. Nvidia Control Panel first.[4]
Frame rate capping
Capping (limiting) the frame rate of a game can provide benefits to various use cases, whether that is to lower the temperature and noise levels to more manageable levels, lower the power draw of the system, solve high frame rate related issues of a game, provide an overall more stable frame pacing, or just in general decrease the FPS to a desired level and not allow it to go higher. Although the use cases varies, not all methods of capping the FPS of a game might be applicable as the methods differ and so do their (dis)advantages. See the table below for an overview of some of the common ways of capping frame rate. There are also driver-provided solutions described further below.
- Can fix games that breaks on the wrong frame rate (such as the engine's clock running at over double the intended speed).
- On fixed refresh rate monitors, may solve the micro-stuttering that happens when frames time is far from being a multiple of refresh period in (i.e. stable 45 FPS on a 60 Hz screen would have every odd frame delivered after 33 ms, and every even after 16).[5]
- Might disrupt frame time analysis algorithms that govern VRR[6], if the limit is placed just over the (dis)engaging threshold.
Method | OS | APIs |
|
|
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RivaTuner Statistics Server (RTSS) [Cap], instructions below. |
Windows |
All |
Game profiles, automatic when game is opened. |
Program must be running in the background. |
Bandicam [Cap], FPS -> Set FPS Limit to (Uncheck "only when capturing"). |
Windows |
All |
Can be changed while game is running. |
Trial. (Never expires, FPS limiting always works.) |
Dxtory [Cap], Advanced -> Limit Video FPS. |
Windows |
All[7] |
Game profiles, automatic when game is opened. |
Not freeware; requires a purchase after the trial has ended. |
GeDoSaTo [Cap], modify fpsLimit value. |
Windows |
Direct3D 9 |
Predictive capping, which can reduce input lag introduced with traditional capping.[8] |
Program must be running in the background. |
Special K [Cap] [Vsync], modify Framerate Limiter value via in-game OSD. Ctrl+⇧ Shift+← Backspace |
Windows |
Direct3D 9, 11, 12 |
Game profiles, automatic when game is opened. |
May run into compatibility issues with some games and external software. |
dgvoodoo2 [Cap], GeneralExt -> FPS limit |
Windows |
Glide |
Wrapper to Direct3D 11 or 12. |
Requires Windows 7 and up. |
ThirteenAG's D3D8 and D3D9 wrappers [Cap], modify FPSLimit variable in the ini. |
Windows |
Direct3D 8, 9 |
Can also be used to force windowed mode. |
|
strangle [Cap] [Vsync], instructions here. |
Linux |
OpenGL |
Controls both Vsync and frame rate. |
|
MangoHud [Cap] [Vsync] |
Linux |
OpenGL |
Controls both Vsync and frame rate, can toggle between different caps. |
|
DXVK [Cap] |
Linux, Windows |
Direct3D 9-11 |
Wrapper to Vulkan. |
Not included in versions older than 1.9. |
In-game FPS limiter [Cap] |
N/A |
N/A |
Can provide the lowest added input latency if implemented correctly by the developers. |
Not available in all games. |
Change monitor refresh rate to the desired frame rate number and enable Vsync. [Vsync] |
N/A |
N/A |
No need for external tools. |
Even slightly missing the vblank window will cause stuttering otherwise (input lag instead, if multiple buffering is used). |
Universal solution
Universal solution - RivaTuner Statistics Server (recommended)[10] |
---|
Notes
|
Driver-provided solutions
- Driver-provided solutions have historically had a higher cost of added input latency than built-in or external FPS limiters,[11] although as of 2020 this is not always the case.[12][13]
- Nonfunctional for games that use Direct3D 8 on Windows 10 and later. Can be worked around by using a wrapper, e.g. dgVoodoo 2, d3d8to9.
AMD-specific solutions
AMD Radeon Software - FRTC or Chill[14] |
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|
RadeonPro (older AMD cards)[citation needed] |
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|
NVIDIA-specific solutions
NVIDIA Control Panel[17] |
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Notes
|
NVIDIA Profile Inspector[19] |
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Notes |
External links
- Techquickie - Monitor & TV Refresh Rates as Fast As Possible - YouTube
- Reality Check - Do we need 60 FPS on PS4 and Xbox One? - GameSpot - 60 FPS video
- The case for 30fps PC gaming - Why frame-rate control is just as important as display resolution and quality presets.
References
- ↑ https://i.imgur.com/PnQNhbo.jpg
- ↑ Patch 1.1 - Why 60FPS Cap? 120hz+ Experience Killed :: Gauntlet™ General Discussions - "The cap was made to try and stop the problem of people's GPU overheating"
- ↑ Patch Notes :: Shattered Planet General Discussions - "Frame rate capped at 60 FPS to prevent overuse of system resources."
- ↑ Verified by User:Dandelion Sprout on 2021-05-29
- ↑ Gamer's Graphics & Display Settings Guide - TweakGuides.com
- ↑ MechanizedConstruct's mtrai's Freesync FAQ on the comments of AMD's Robert Hallock : Amd - Reddit
- ↑ Dxtory - Specification - last accessed on 2024-04-11
- ↑ GeDoSaTo FPS capping, modding controversies | metaclassofnilblog
- ↑ Compatibility List - last accessed on 2024-04-11
- ↑ Verified by User:Keith on 2020-04-20
- ↑ Battle(non)sense - FreeSync vs. G-Sync Delay Analysis - last accessed on 2020-10-25
- ↑ Battle(non)sense - NVIDIA's NEW FPS Limiter vs. RTSS & In-Engine Limiters / Input Lag Results - last accessed on 2020-10-25
- ↑ SpecialK's Frame Rate Limiter Review (DX11 based): Comparing Frame Time Consistency And Approximate Latency. : allbenchmarks - Reddit
- ↑ AnandTech - AMD Releases Radeon Software Adrenalin Edition: Overlay, App & More for 2017 - last accessed on 2018-09-23
- ↑ YouTube - Battle(non)sense - FreeSync vs. G-Sync Delay Analysis - Highlighted reply by Eugene Fainstain (AMD employee/creator of Radeon Chill) - last accessed on 2018-09-23
- ↑ AMD - Using Radeon Overlay to Adjust Gaming and Visual Settings - last accessed on 2018-09-23
- ↑ Verified by User:Aemony on 2020-09-10
- ↑ Destructoid - Nvidia added a frame rate limiter with the new GeForce driver - last accessed on 2020-09-10
- ↑ Verified by User:Hawaii_Beach on 2017-01-09
- ↑ nvidiaProfileInspector/CustomSettingNames.xml at master · Orbmu2k/nvidiaProfileInspector
- ↑ FPS Limiter Lag Analysis For G-Sync & V-Sync - YouTube