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The reason is simple: average frame rate tells you how many frames were produced over time, but it does not tell you whether those frames arrived evenly. A few long frames can create visible hitching or micro-stutter even when the average FPS number looks excellent.\"},\"type\":\"paragraph\"},{\"id\":\"direct\",\"data\":{\"body\":\"\u003Cstrong>High average FPS does not guarantee smooth gameplay.\u003C\u002Fstrong> Smoothness depends on frame-time consistency: how evenly frames are delivered. To diagnose stutter, look at frame times, percentile or low-FPS metrics, and CPU\u002FGPU timing—not average FPS alone.\",\"title\":\"Direct answer\",\"variant\":\"info\"},\"type\":\"callout\"},{\"id\":\"model-note\",\"data\":{\"body\":\"The Smoothness Triangle and Frame-Time Stability Test below are practical Figure Rocks models. They are not formal Intel, NVIDIA or Microsoft terminology.\",\"title\":\"The model used in this article\",\"variant\":\"note\"},\"type\":\"callout\"},{\"id\":\"toc\",\"data\":{\"title\":\"Contents\",\"maxLevel\":3,\"minLevel\":2},\"type\":\"tableOfContents\"},{\"id\":\"h-fps-vs-ft\",\"data\":{\"text\":\"FPS is an average; frame time is the rhythm\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-fps-1\",\"data\":{\"text\":\"FPS tells you how many frames are completed per second. Frame time tells you how long an individual frame takes.\"},\"type\":\"paragraph\"},{\"id\":\"p-fps-2\",\"data\":{\"text\":\"The rough conversion is simple: frame time in milliseconds is approximately 1000 divided by FPS. At 60 FPS, the frame budget is about 16.7 ms. At 120 FPS it is about 8.3 ms. At 144 FPS it is about 6.9 ms.\"},\"type\":\"paragraph\"},{\"id\":\"p-fps-3\",\"data\":{\"text\":\"But those numbers are only meaningful if frame delivery is reasonably consistent. A sequence of 7 ms, 7 ms, 7 ms, 35 ms, 7 ms, 7 ms can still average to a high FPS while producing a noticeable hitch.\"},\"type\":\"paragraph\"},{\"id\":\"h-triangle\",\"data\":{\"text\":\"The Smoothness Triangle\",\"level\":2},\"type\":\"header\"},{\"id\":\"triangle-flow\",\"data\":{\"steps\":[{\"label\":\"1. Throughput\",\"description\":\"Average FPS: how many frames the system produces over time.\"},{\"label\":\"2. Consistency\",\"description\":\"Frame-time distribution: whether frames arrive with a stable cadence or contain long outliers.\"},{\"label\":\"3. Responsiveness\",\"description\":\"Latency: how long it takes for input and game work to result in a visible frame.\"}],\"title\":\"Three different things determine how fast a game feels\",\"orientation\":\"auto\"},\"type\":\"processFlow\"},{\"id\":\"p-triangle\",\"data\":{\"text\":\"A system can be strong in one corner and weak in another. High FPS with unstable frame times can feel stuttery. Stable rendering with very high latency can feel smooth but sluggish. Good performance tuning has to identify which corner is actually failing.\"},\"type\":\"paragraph\"},{\"id\":\"h-average\",\"data\":{\"text\":\"Why average FPS hides stutter\",\"level\":2},\"type\":\"header\"},{\"id\":\"same-average\",\"data\":{\"rows\":[{\"id\":\"avg\",\"label\":\"Average FPS\",\"values\":{\"stable\":\"120 FPS\",\"unstable\":\"120 FPS\"}},{\"id\":\"normal\",\"label\":\"Most frame times\",\"values\":{\"stable\":\"Around 8–9 ms\",\"unstable\":\"Mostly 5–7 ms\"}},{\"id\":\"outliers\",\"label\":\"Slow frames\",\"values\":{\"stable\":\"Few meaningful spikes\",\"unstable\":\"Repeated 25–50 ms spikes\"}},{\"id\":\"feel\",\"label\":\"Player experience\",\"values\":{\"stable\":\"Consistent motion\",\"unstable\":\"Hitches despite the high average\"}}],\"title\":\"Two sessions can have the same average FPS and feel different\",\"layout\":\"table\",\"columns\":[{\"id\":\"stable\",\"label\":\"Stable session\"},{\"id\":\"unstable\",\"label\":\"Unstable session\"}]},\"type\":\"comparison\"},{\"id\":\"p-average-1\",\"data\":{\"text\":\"The unstable session can compensate for long frames by rendering many very fast frames between spikes. The average stays high, but the player notices the spikes rather than the arithmetic mean.\"},\"type\":\"paragraph\"},{\"id\":\"h-onepercent\",\"data\":{\"text\":\"What 1% lows are trying to show\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-low-1\",\"data\":{\"text\":\"Low-FPS and percentile metrics exist because average FPS alone cannot describe the slow end of the frame distribution.\"},\"type\":\"paragraph\"},{\"id\":\"p-low-2\",\"data\":{\"text\":\"NVIDIA FrameView reports average FPS together with 1% Low and 0.1% Low metrics. Its documentation describes 1% Low as the average of the slowest 1% of frames, and notes that the closer the low-FPS value is to the average, the more consistent the experience tends to be.\"},\"type\":\"paragraph\"},{\"id\":\"p-low-3\",\"data\":{\"text\":\"NVIDIA also exposes percentile-based metrics such as the frame rate separating the slowest 1% of frames from the faster 99%. These are related concepts, but not every benchmark tool implements or labels low-FPS statistics in exactly the same way.\"},\"type\":\"paragraph\"},{\"id\":\"low-warning\",\"data\":{\"body\":\"Different tools can calculate, aggregate or label low-FPS and percentile statistics differently. Compare results from the \u003Cstrong>same tool and methodology\u003C\u002Fstrong> whenever possible.\",\"title\":\"Do not compare every “1% low” number as if the formula were universal\",\"variant\":\"warning\"},\"type\":\"callout\"},{\"id\":\"h-graph\",\"data\":{\"text\":\"Frame-time graphs are often more useful than one summary number\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-graph-1\",\"data\":{\"text\":\"A frame-time graph shows the timing of frames across the capture. A flat or narrow band usually indicates consistent delivery. Tall isolated spikes reveal hitches. Repeating waves can point to periodic background work, streaming, synchronization or another recurring workload.\"},\"type\":\"paragraph\"},{\"id\":\"p-graph-2\",\"data\":{\"text\":\"Intel PresentMon is designed around this type of analysis. Intel's current tool can show real-time performance graphs, percentiles, moving-window averages and GPU telemetry, and it supports DirectX, OpenGL and Vulkan applications.\"},\"type\":\"paragraph\"},{\"id\":\"p-graph-3\",\"data\":{\"text\":\"NVIDIA FrameView likewise measures frame rate and frame time and can write detailed capture data to logs for later analysis.\"},\"type\":\"paragraph\"},{\"id\":\"h-test\",\"data\":{\"text\":\"The Frame-Time Stability Test\",\"level\":2},\"type\":\"header\"},{\"id\":\"test-flow\",\"data\":{\"steps\":[{\"label\":\"1. Capture a repeatable scene\",\"description\":\"Use the same route, benchmark, save point or gameplay sequence so different runs are comparable.\"},{\"label\":\"2. Record average FPS\",\"description\":\"Treat it as throughput, not as the final smoothness verdict.\"},{\"label\":\"3. Inspect frame-time consistency\",\"description\":\"Look for isolated spikes, repeating spikes, wide variance or long slow-frame clusters.\"},{\"label\":\"4. Check low-FPS or percentile metrics\",\"description\":\"Large gaps between average and slow-frame metrics are a warning that delivery is inconsistent.\"},{\"label\":\"5. Compare CPU and GPU timing\",\"description\":\"Determine whether the slow frame originates before the GPU, on the GPU, or from another part of the pipeline.\"},{\"label\":\"6. Change one variable at a time\",\"description\":\"Test frame cap, graphics setting, background process, shader state, storage path or driver\u002Fgame setting independently.\"},{\"label\":\"7. Repeat the same capture\",\"description\":\"A fix is meaningful only if the frame-time distribution improves under comparable conditions.\"}],\"title\":\"Diagnose whether high FPS is hiding stutter\",\"orientation\":\"auto\"},\"type\":\"processFlow\"},{\"id\":\"h-bottleneck\",\"data\":{\"text\":\"CPU bottleneck and GPU bottleneck do not look identical\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-bottle-1\",\"data\":{\"text\":\"A low frame rate does not tell you which processor is responsible for the delay. The CPU prepares game and rendering work; the GPU executes graphics work. Either side can become the pacing limit.\"},\"type\":\"paragraph\"},{\"id\":\"p-bottle-2\",\"data\":{\"text\":\"Intel PresentMon's GPU Busy metric is specifically intended to help evaluate the relationship between GPU execution time and total frame time. This can help distinguish frames where the GPU is occupied for most of the interval from frames where a large part of the delay occurs elsewhere.\"},\"type\":\"paragraph\"},{\"id\":\"bottleneck-table\",\"data\":{\"rows\":[{\"id\":\"gpu\",\"label\":\"GPU-bound\",\"values\":{\"meaning\":\"The graphics workload is consuming most of the available frame budget\",\"pattern\":\"GPU busy time is close to the frame interval\"}},{\"id\":\"cpu\",\"label\":\"CPU \u002F pipeline constrained\",\"values\":{\"meaning\":\"The delay may be before GPU execution or elsewhere in the presentation pipeline\",\"pattern\":\"Frame time grows while GPU busy time remains materially lower\"}},{\"id\":\"spike\",\"label\":\"Intermittent event\",\"values\":{\"meaning\":\"Streaming, shader compilation, background work, asset loading or another transient event may be involved\",\"pattern\":\"Mostly stable timing with isolated large spikes\"}}],\"title\":\"Simplified timing patterns\",\"layout\":\"table\",\"columns\":[{\"id\":\"pattern\",\"label\":\"Typical timing pattern\"},{\"id\":\"meaning\",\"label\":\"What it can suggest\"}]},\"type\":\"comparison\"},{\"id\":\"bottle-note\",\"data\":{\"body\":\"Timing patterns narrow the search space. They do not prove a specific root cause by themselves.\",\"title\":\"This is diagnostic evidence, not an automatic verdict\",\"variant\":\"note\"},\"type\":\"callout\"},{\"id\":\"h-cap\",\"data\":{\"text\":\"Why a frame cap can sometimes feel smoother than maximum FPS\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-cap-1\",\"data\":{\"text\":\"Running a game at the highest possible uncapped FPS can keep one part of the system near saturation. In some workloads, leaving headroom can reduce timing volatility and produce a more stable cadence.\"},\"type\":\"paragraph\"},{\"id\":\"p-cap-2\",\"data\":{\"text\":\"That does not mean every game should be capped to the same number. The useful test is empirical: capture the same workload uncapped and at one or more sensible caps, then compare frame-time stability and latency.\"},\"type\":\"paragraph\"},{\"id\":\"p-cap-3\",\"data\":{\"text\":\"A lower average with substantially tighter frame delivery can feel better than a higher average punctuated by frequent spikes.\"},\"type\":\"paragraph\"},{\"id\":\"h-causes\",\"data\":{\"text\":\"Common causes of high-FPS stutter\",\"level\":2},\"type\":\"header\"},{\"id\":\"causes-table\",\"data\":{\"content\":[[\"Cause class\",\"What you may see\",\"What to test\"],[\"Shader or pipeline compilation\",\"Spikes tied to first-time effects, locations or actions\",\"Repeat the same sequence and compare later passes\"],[\"Asset \u002F world streaming\",\"Spikes when entering areas or loading new content\",\"Storage, texture settings, world-streaming behavior\"],[\"CPU scheduling \u002F background work\",\"Irregular spikes unrelated to GPU load\",\"Background processes, overlays, recording, CPU saturation\"],[\"GPU saturation\",\"Consistently high GPU execution time\",\"Lower expensive graphics settings or test a frame cap\"],[\"Memory pressure\",\"Increasing hitching under heavy VRAM\u002FRAM use\",\"Texture level, resolution, background applications, working-set behavior\"],[\"Presentation \u002F synchronization\",\"Cadence problems around refresh or presentation modes\",\"V-Sync, VRR, frame cap and display-mode combinations\"],[\"Driver or game regression\",\"Problem appears after a specific update\",\"Compare versions or official known-issue notes where practical\"]],\"stretched\":false,\"withHeadings\":true},\"type\":\"table\"},{\"id\":\"h-shader\",\"data\":{\"text\":\"Shader compilation is a special case\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-shader-1\",\"data\":{\"text\":\"Some stutter is not a simple steady-state performance problem. A workload can run comfortably at high FPS until the game performs expensive work that occurs only at particular moments.\"},\"type\":\"paragraph\"},{\"id\":\"p-shader-2\",\"data\":{\"text\":\"Shader or pipeline compilation is one example. If a hitch appears the first time a specific effect or area is encountered but becomes smaller or disappears on later passes, that pattern is different from a GPU that is continuously too slow.\"},\"type\":\"paragraph\"},{\"id\":\"p-shader-3\",\"data\":{\"text\":\"This is why repeatable captures matter. One average number over an entire session can mix steady rendering and one-time events into a result that explains neither.\"},\"type\":\"paragraph\"},{\"id\":\"h-vrr\",\"data\":{\"text\":\"VRR does not repair bad frame times\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-vrr-1\",\"data\":{\"text\":\"Variable refresh rate can align display refresh timing more closely with variable frame delivery and reduce visible tearing or judder within its operating range.\"},\"type\":\"paragraph\"},{\"id\":\"p-vrr-2\",\"data\":{\"text\":\"But VRR does not make a 40 ms frame become an 8 ms frame. A large rendering or CPU stall remains a large stall. Display technology can improve presentation; it cannot remove work that delayed the frame in the first place.\"},\"type\":\"paragraph\"},{\"id\":\"h-pointone\",\"data\":{\"text\":\"Why 0.1% lows can become noisy\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-pointone-1\",\"data\":{\"text\":\"Metrics focused on a very small fraction of frames are useful for exposing severe outliers, but they also become sensitive to capture duration and one-off events.\"},\"type\":\"paragraph\"},{\"id\":\"p-pointone-2\",\"data\":{\"text\":\"A short capture containing one loading transition may produce a dramatically different extreme-low result than a longer, repeatable gameplay run. That does not make the metric useless; it means the test methodology matters.\"},\"type\":\"paragraph\"},{\"id\":\"metrics-rule\",\"data\":{\"body\":\"Average FPS answers throughput. Low-FPS and percentile metrics describe the slow tail. The frame-time graph shows \u003Cstrong>when\u003C\u002Fstrong> the bad frames happened. Use them together.\",\"title\":\"Use the metric to answer a question\",\"variant\":\"success\"},\"type\":\"callout\"},{\"id\":\"h-protocol\",\"data\":{\"text\":\"A practical benchmark protocol\",\"level\":2},\"type\":\"header\"},{\"id\":\"protocol-flow\",\"data\":{\"steps\":[{\"label\":\"Warm up\",\"description\":\"Let the game, shaders and assets reach a reasonably repeatable state when that matches the question you are testing.\"},{\"label\":\"Fix the conditions\",\"description\":\"Use the same resolution, settings, frame cap, location and workload.\"},{\"label\":\"Capture long enough\",\"description\":\"Avoid judging the slow tail from a tiny sample unless the event itself is what you want to measure.\"},{\"label\":\"Repeat\",\"description\":\"Run the same test multiple times to separate repeatable behavior from random background events.\"},{\"label\":\"Compare distributions\",\"description\":\"Look at average FPS, slow-frame metrics and the frame-time trace.\"},{\"label\":\"Record the environment\",\"description\":\"Game build, driver, operating system, hardware and major configuration changes matter for later comparisons.\"}],\"title\":\"Measure a game without fooling yourself\",\"orientation\":\"auto\"},\"type\":\"processFlow\"},{\"id\":\"h-scorecard\",\"data\":{\"text\":\"The Frame-Time Stability Scorecard\",\"level\":2},\"type\":\"header\"},{\"id\":\"scorecard\",\"data\":{\"rows\":[{\"id\":\"average\",\"label\":\"Average throughput\",\"values\":{\"good\":\"Meets your performance target\",\"warning\":\"Average hides repeated drops below the useful range\"}},{\"id\":\"tail\",\"label\":\"Slow-frame tail\",\"values\":{\"good\":\"Reasonably close to average for the workload\",\"warning\":\"Large persistent gap between average and low-FPS metrics\"}},{\"id\":\"trace\",\"label\":\"Frame-time trace\",\"values\":{\"good\":\"Narrow, mostly stable band\",\"warning\":\"Frequent tall spikes or recurring oscillation\"}},{\"id\":\"repeat\",\"label\":\"Repeatability\",\"values\":{\"good\":\"Similar pattern across comparable runs\",\"warning\":\"Result changes wildly between identical tests\"}},{\"id\":\"cause\",\"label\":\"Timing diagnosis\",\"values\":{\"good\":\"CPU\u002FGPU behavior matches the suspected constraint\",\"warning\":\"Optimization is being applied without identifying the bottleneck\"}}],\"title\":\"What to look for before calling a game “smooth”\",\"layout\":\"table\",\"columns\":[{\"id\":\"good\",\"label\":\"Healthy signal\"},{\"id\":\"warning\",\"label\":\"Warning signal\"}]},\"type\":\"comparison\"},{\"id\":\"h-change\",\"data\":{\"text\":\"What would change this answer?\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-change-1\",\"data\":{\"text\":\"The exact metrics available depend on the operating system, graphics API, hardware and measurement tool. Future presentation systems or frame-generation pipelines can also require additional distinctions between rendered, generated and displayed frames.\"},\"type\":\"paragraph\"},{\"id\":\"p-change-2\",\"data\":{\"text\":\"The core principle is unlikely to change: a throughput average cannot fully describe timing consistency. As long as interactive graphics are delivered as a sequence of frames, the distribution and timing of those frames matter.\"},\"type\":\"paragraph\"},{\"id\":\"h-limit\",\"data\":{\"text\":\"Limitations\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-limit-1\",\"data\":{\"text\":\"This article is a diagnostic framework, not a claim that every stutter has the same root cause. Game engines, APIs, operating systems, drivers and rendering pipelines differ.\"},\"type\":\"paragraph\"},{\"id\":\"p-limit-2\",\"data\":{\"text\":\"Low-FPS metrics should also be interpreted within the methodology of the tool that produced them. Cross-tool comparisons can be misleading when the statistical definitions or capture pipelines differ.\"},\"type\":\"paragraph\"},{\"id\":\"h-conclusion\",\"data\":{\"text\":\"Conclusion\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-conclusion-1\",\"data\":{\"text\":\"If a game shows high FPS but still feels bad, stop staring at the average.\"},\"type\":\"paragraph\"},{\"id\":\"p-conclusion-2\",\"data\":{\"text\":\"Measure the frame times. Inspect the slow tail. Find out when the spikes happen. Compare CPU and GPU timing. Then change one variable and repeat the same workload. Smoothness is not just how many frames your system can produce. It is how consistently those frames reach you.\"},\"type\":\"paragraph\"},{\"id\":\"h-faq\",\"data\":{\"text\":\"FAQ\",\"level\":2},\"type\":\"header\"},{\"id\":\"faq\",\"data\":{\"items\":[{\"id\":\"faq1\",\"answer\":\"Because 120 FPS is an average. Repeated long frames can create visible hitches even while many fast frames keep the average high.\",\"question\":\"Why does 120 FPS still feel stuttery?\"},{\"id\":\"faq2\",\"answer\":\"Frame time is the time required for an individual frame, usually measured in milliseconds. Lower and more consistent frame times generally indicate smoother delivery.\",\"question\":\"What is frame time?\"},{\"id\":\"faq3\",\"answer\":\"It is a metric intended to describe performance among the slowest frames. Exact implementations can differ by tool, so compare results using the same benchmark methodology.\",\"question\":\"What does 1% low FPS mean?\"},{\"id\":\"faq4\",\"answer\":\"Neither metric is sufficient by itself. Average FPS describes throughput, while low-FPS metrics and frame-time graphs expose consistency problems.\",\"question\":\"Is 1% low more important than average FPS?\"},{\"id\":\"faq5\",\"answer\":\"VRR can improve how variable frame delivery is presented, but it cannot eliminate a long frame caused by CPU, GPU, streaming or other workload stalls.\",\"question\":\"Can VRR fix micro-stutter?\"},{\"id\":\"faq6\",\"answer\":\"Sometimes a cap can improve consistency by leaving system headroom, but it should be tested with repeatable frame-time captures rather than assumed.\",\"question\":\"Should I cap FPS to reduce stutter?\"}],\"title\":\"FPS, frame time and stutter\"},\"type\":\"faq\"},{\"id\":\"h-glossary\",\"data\":{\"text\":\"Glossary\",\"level\":2},\"type\":\"header\"},{\"id\":\"glossary\",\"data\":{\"title\":\"Key performance terms\",\"entries\":[{\"term\":\"Frame time\",\"anchor\":\"frame-time\",\"definition\":\"The time associated with producing or presenting an individual frame, usually expressed in milliseconds.\"},{\"term\":\"Average FPS\",\"anchor\":\"average-fps\",\"definition\":\"A throughput average describing the number of frames produced over a measured interval.\"},{\"term\":\"1% Low\",\"anchor\":\"one-percent-low\",\"definition\":\"A slow-frame performance metric. Exact calculation can differ by tool; NVIDIA FrameView describes its 1% Low as the average of the slowest 1% of frames.\"},{\"term\":\"Frame-time spike\",\"anchor\":\"frame-time-spike\",\"definition\":\"A frame whose duration is substantially longer than surrounding frames, often perceived as a hitch or stutter.\"},{\"term\":\"GPU Busy\",\"anchor\":\"gpu-busy\",\"definition\":\"A PresentMon timing metric used to compare GPU execution time with the broader frame interval and help diagnose CPU\u002FGPU balance.\"},{\"term\":\"Frame-Time Stability Test\",\"anchor\":\"frame-time-stability-test\",\"definition\":\"A Figure Rocks workflow for evaluating average throughput, frame-time distribution, slow-frame metrics and CPU\u002FGPU timing under repeatable conditions.\"}]},\"type\":\"glossary\"},{\"id\":\"h-sources\",\"data\":{\"text\":\"Primary sources\",\"level\":2},\"type\":\"header\"},{\"id\":\"src-intel-presentmon\",\"data\":{\"link\":\"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fintel-presentmon\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Intel — PresentMon\",\"description\":\"Official Intel performance-monitoring tool with real-time graphs, percentiles, GPU telemetry, GPU Busy and support for major graphics APIs.\"}},\"type\":\"linkTool\"},{\"id\":\"src-nvidia-frameview\",\"data\":{\"link\":\"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Ftechnologies\u002Fframeview\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"NVIDIA — FrameView\",\"description\":\"Official NVIDIA tool for measuring frame rate, frame time, power and performance-per-watt, using PresentMon-based analytics.\"}},\"type\":\"linkTool\"},{\"id\":\"src-nvidia-frameview-guide\",\"data\":{\"link\":\"https:\u002F\u002Fimages.nvidia.com\u002Fcontent\u002Fgeforce\u002Ftechnologies\u002Fframeview\u002Fframeview-1-4-user-guide-web-version.pdf\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"NVIDIA — FrameView User Guide\",\"description\":\"Official documentation defining average FPS, percentile metrics, 1% Low and 0.1% Low and explaining how consistency relates to stutter.\"}},\"type\":\"linkTool\"},{\"id\":\"src-intel-optimization\",\"data\":{\"link\":\"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Farticles\u002Fguide\u002Flp-api-developer-optimization-guide.html\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Intel — Graphics API Developer and Optimization Guide\",\"description\":\"Official Intel guidance covering presentation modes, CPU scheduling considerations and the use of PresentMon for frame-presentation analysis.\"}},\"type\":\"linkTool\"}],\"version\":\"2.31.0\"}",{"time":537,"blocks":538,"version":1077},1790374470296,[539,544,551,557,563,568,572,576,580,584,600,604,608,645,649,653,657,661,665,671,675,679,683,687,691,717,721,725,729,759,764,768,772,776,780,784,821,825,829,833,837,841,845,849,853,857,861,867,871,894,898,939,943,947,951,955,959,963,967,971,975,979,1008,1012,1040,1044,1053,1061,1069],{"id":540,"data":541,"type":543},"intro",{"text":542},"A game can report 120, 144 or even 200 FPS and still feel rough. The reason is simple: average frame rate tells you how many frames were produced over time, but it does not tell you whether those frames arrived evenly. A few long frames can create visible hitching or micro-stutter even when the average FPS number looks excellent.","paragraph",{"id":545,"data":546,"type":550},"direct",{"body":547,"title":548,"variant":549},"\u003Cstrong>High average FPS does not guarantee smooth gameplay.\u003C\u002Fstrong> Smoothness depends on frame-time consistency: how evenly frames are delivered. To diagnose stutter, look at frame times, percentile or low-FPS metrics, and CPU\u002FGPU timing—not average FPS alone.","Direct answer","info","callout",{"id":552,"data":553,"type":550},"model-note",{"body":554,"title":555,"variant":556},"The Smoothness Triangle and Frame-Time Stability Test below are practical Figure Rocks models. They are not formal Intel, NVIDIA or Microsoft terminology.","The model used in this article","note",{"id":558,"data":559,"type":562},"toc",{"title":560,"maxLevel":561,"minLevel":46},"Contents",3,"tableOfContents",{"id":564,"data":565,"type":567},"h-fps-vs-ft",{"text":566,"level":46},"FPS is an average; frame time is the rhythm","header",{"id":569,"data":570,"type":543},"p-fps-1",{"text":571},"FPS tells you how many frames are completed per second. Frame time tells you how long an individual frame takes.",{"id":573,"data":574,"type":543},"p-fps-2",{"text":575},"The rough conversion is simple: frame time in milliseconds is approximately 1000 divided by FPS. At 60 FPS, the frame budget is about 16.7 ms. At 120 FPS it is about 8.3 ms. At 144 FPS it is about 6.9 ms.",{"id":577,"data":578,"type":543},"p-fps-3",{"text":579},"But those numbers are only meaningful if frame delivery is reasonably consistent. A sequence of 7 ms, 7 ms, 7 ms, 35 ms, 7 ms, 7 ms can still average to a high FPS while producing a noticeable hitch.",{"id":581,"data":582,"type":567},"h-triangle",{"text":583,"level":46},"The Smoothness Triangle",{"id":585,"data":586,"type":599},"triangle-flow",{"steps":587,"title":597,"orientation":598},[588,591,594],{"label":589,"description":590},"1. Throughput","Average FPS: how many frames the system produces over time.",{"label":592,"description":593},"2. Consistency","Frame-time distribution: whether frames arrive with a stable cadence or contain long outliers.",{"label":595,"description":596},"3. Responsiveness","Latency: how long it takes for input and game work to result in a visible frame.","Three different things determine how fast a game feels","auto","processFlow",{"id":601,"data":602,"type":543},"p-triangle",{"text":603},"A system can be strong in one corner and weak in another. High FPS with unstable frame times can feel stuttery. Stable rendering with very high latency can feel smooth but sluggish. Good performance tuning has to identify which corner is actually failing.",{"id":605,"data":606,"type":567},"h-average",{"text":607,"level":46},"Why average FPS hides stutter",{"id":609,"data":610,"type":644},"same-average",{"rows":611,"title":635,"layout":636,"columns":637},[612,617,623,629],{"id":613,"label":614,"values":615},"avg","Average FPS",{"stable":616,"unstable":616},"120 FPS",{"id":618,"label":619,"values":620},"normal","Most frame times",{"stable":621,"unstable":622},"Around 8–9 ms","Mostly 5–7 ms",{"id":624,"label":625,"values":626},"outliers","Slow frames",{"stable":627,"unstable":628},"Few meaningful spikes","Repeated 25–50 ms spikes",{"id":630,"label":631,"values":632},"feel","Player experience",{"stable":633,"unstable":634},"Consistent motion","Hitches despite the high average","Two sessions can have the same average FPS and feel different","table",[638,641],{"id":639,"label":640},"stable","Stable session",{"id":642,"label":643},"unstable","Unstable session","comparison",{"id":646,"data":647,"type":543},"p-average-1",{"text":648},"The unstable session can compensate for long frames by rendering many very fast frames between spikes. The average stays high, but the player notices the spikes rather than the arithmetic mean.",{"id":650,"data":651,"type":567},"h-onepercent",{"text":652,"level":46},"What 1% lows are trying to show",{"id":654,"data":655,"type":543},"p-low-1",{"text":656},"Low-FPS and percentile metrics exist because average FPS alone cannot describe the slow end of the frame distribution.",{"id":658,"data":659,"type":543},"p-low-2",{"text":660},"NVIDIA FrameView reports average FPS together with 1% Low and 0.1% Low metrics. Its documentation describes 1% Low as the average of the slowest 1% of frames, and notes that the closer the low-FPS value is to the average, the more consistent the experience tends to be.",{"id":662,"data":663,"type":543},"p-low-3",{"text":664},"NVIDIA also exposes percentile-based metrics such as the frame rate separating the slowest 1% of frames from the faster 99%. These are related concepts, but not every benchmark tool implements or labels low-FPS statistics in exactly the same way.",{"id":666,"data":667,"type":550},"low-warning",{"body":668,"title":669,"variant":670},"Different tools can calculate, aggregate or label low-FPS and percentile statistics differently. Compare results from the \u003Cstrong>same tool and methodology\u003C\u002Fstrong> whenever possible.","Do not compare every “1% low” number as if the formula were universal","warning",{"id":672,"data":673,"type":567},"h-graph",{"text":674,"level":46},"Frame-time graphs are often more useful than one summary number",{"id":676,"data":677,"type":543},"p-graph-1",{"text":678},"A frame-time graph shows the timing of frames across the capture. A flat or narrow band usually indicates consistent delivery. Tall isolated spikes reveal hitches. Repeating waves can point to periodic background work, streaming, synchronization or another recurring workload.",{"id":680,"data":681,"type":543},"p-graph-2",{"text":682},"Intel PresentMon is designed around this type of analysis. Intel's current tool can show real-time performance graphs, percentiles, moving-window averages and GPU telemetry, and it supports DirectX, OpenGL and Vulkan applications.",{"id":684,"data":685,"type":543},"p-graph-3",{"text":686},"NVIDIA FrameView likewise measures frame rate and frame time and can write detailed capture data to logs for later analysis.",{"id":688,"data":689,"type":567},"h-test",{"text":690,"level":46},"The Frame-Time Stability Test",{"id":692,"data":693,"type":599},"test-flow",{"steps":694,"title":716,"orientation":598},[695,698,701,704,707,710,713],{"label":696,"description":697},"1. Capture a repeatable scene","Use the same route, benchmark, save point or gameplay sequence so different runs are comparable.",{"label":699,"description":700},"2. Record average FPS","Treat it as throughput, not as the final smoothness verdict.",{"label":702,"description":703},"3. Inspect frame-time consistency","Look for isolated spikes, repeating spikes, wide variance or long slow-frame clusters.",{"label":705,"description":706},"4. Check low-FPS or percentile metrics","Large gaps between average and slow-frame metrics are a warning that delivery is inconsistent.",{"label":708,"description":709},"5. Compare CPU and GPU timing","Determine whether the slow frame originates before the GPU, on the GPU, or from another part of the pipeline.",{"label":711,"description":712},"6. Change one variable at a time","Test frame cap, graphics setting, background process, shader state, storage path or driver\u002Fgame setting independently.",{"label":714,"description":715},"7. Repeat the same capture","A fix is meaningful only if the frame-time distribution improves under comparable conditions.","Diagnose whether high FPS is hiding stutter",{"id":718,"data":719,"type":567},"h-bottleneck",{"text":720,"level":46},"CPU bottleneck and GPU bottleneck do not look identical",{"id":722,"data":723,"type":543},"p-bottle-1",{"text":724},"A low frame rate does not tell you which processor is responsible for the delay. The CPU prepares game and rendering work; the GPU executes graphics work. Either side can become the pacing limit.",{"id":726,"data":727,"type":543},"p-bottle-2",{"text":728},"Intel PresentMon's GPU Busy metric is specifically intended to help evaluate the relationship between GPU execution time and total frame time. This can help distinguish frames where the GPU is occupied for most of the interval from frames where a large part of the delay occurs elsewhere.",{"id":730,"data":731,"type":644},"bottleneck-table",{"rows":732,"title":751,"layout":636,"columns":752},[733,739,745],{"id":734,"label":735,"values":736},"gpu","GPU-bound",{"meaning":737,"pattern":738},"The graphics workload is consuming most of the available frame budget","GPU busy time is close to the frame interval",{"id":740,"label":741,"values":742},"cpu","CPU \u002F pipeline constrained",{"meaning":743,"pattern":744},"The delay may be before GPU execution or elsewhere in the presentation pipeline","Frame time grows while GPU busy time remains materially lower",{"id":746,"label":747,"values":748},"spike","Intermittent event",{"meaning":749,"pattern":750},"Streaming, shader compilation, background work, asset loading or another transient event may be involved","Mostly stable timing with isolated large spikes","Simplified timing patterns",[753,756],{"id":754,"label":755},"pattern","Typical timing pattern",{"id":757,"label":758},"meaning","What it can suggest",{"id":760,"data":761,"type":550},"bottle-note",{"body":762,"title":763,"variant":556},"Timing patterns narrow the search space. They do not prove a specific root cause by themselves.","This is diagnostic evidence, not an automatic verdict",{"id":765,"data":766,"type":567},"h-cap",{"text":767,"level":46},"Why a frame cap can sometimes feel smoother than maximum FPS",{"id":769,"data":770,"type":543},"p-cap-1",{"text":771},"Running a game at the highest possible uncapped FPS can keep one part of the system near saturation. In some workloads, leaving headroom can reduce timing volatility and produce a more stable cadence.",{"id":773,"data":774,"type":543},"p-cap-2",{"text":775},"That does not mean every game should be capped to the same number. The useful test is empirical: capture the same workload uncapped and at one or more sensible caps, then compare frame-time stability and latency.",{"id":777,"data":778,"type":543},"p-cap-3",{"text":779},"A lower average with substantially tighter frame delivery can feel better than a higher average punctuated by frequent spikes.",{"id":781,"data":782,"type":567},"h-causes",{"text":783,"level":46},"Common causes of high-FPS stutter",{"id":785,"data":786,"type":636},"causes-table",{"content":787,"stretched":820,"withHeadings":14},[788,792,796,800,804,808,812,816],[789,790,791],"Cause class","What you may see","What to test",[793,794,795],"Shader or pipeline compilation","Spikes tied to first-time effects, locations or actions","Repeat the same sequence and compare later passes",[797,798,799],"Asset \u002F world streaming","Spikes when entering areas or loading new content","Storage, texture settings, world-streaming behavior",[801,802,803],"CPU scheduling \u002F background work","Irregular spikes unrelated to GPU load","Background processes, overlays, recording, CPU saturation",[805,806,807],"GPU saturation","Consistently high GPU execution time","Lower expensive graphics settings or test a frame cap",[809,810,811],"Memory pressure","Increasing hitching under heavy VRAM\u002FRAM use","Texture level, resolution, background applications, working-set behavior",[813,814,815],"Presentation \u002F synchronization","Cadence problems around refresh or presentation modes","V-Sync, VRR, frame cap and display-mode combinations",[817,818,819],"Driver or game regression","Problem appears after a specific update","Compare versions or official known-issue notes where practical",false,{"id":822,"data":823,"type":567},"h-shader",{"text":824,"level":46},"Shader compilation is a special case",{"id":826,"data":827,"type":543},"p-shader-1",{"text":828},"Some stutter is not a simple steady-state performance problem. A workload can run comfortably at high FPS until the game performs expensive work that occurs only at particular moments.",{"id":830,"data":831,"type":543},"p-shader-2",{"text":832},"Shader or pipeline compilation is one example. If a hitch appears the first time a specific effect or area is encountered but becomes smaller or disappears on later passes, that pattern is different from a GPU that is continuously too slow.",{"id":834,"data":835,"type":543},"p-shader-3",{"text":836},"This is why repeatable captures matter. One average number over an entire session can mix steady rendering and one-time events into a result that explains neither.",{"id":838,"data":839,"type":567},"h-vrr",{"text":840,"level":46},"VRR does not repair bad frame times",{"id":842,"data":843,"type":543},"p-vrr-1",{"text":844},"Variable refresh rate can align display refresh timing more closely with variable frame delivery and reduce visible tearing or judder within its operating range.",{"id":846,"data":847,"type":543},"p-vrr-2",{"text":848},"But VRR does not make a 40 ms frame become an 8 ms frame. A large rendering or CPU stall remains a large stall. Display technology can improve presentation; it cannot remove work that delayed the frame in the first place.",{"id":850,"data":851,"type":567},"h-pointone",{"text":852,"level":46},"Why 0.1% lows can become noisy",{"id":854,"data":855,"type":543},"p-pointone-1",{"text":856},"Metrics focused on a very small fraction of frames are useful for exposing severe outliers, but they also become sensitive to capture duration and one-off events.",{"id":858,"data":859,"type":543},"p-pointone-2",{"text":860},"A short capture containing one loading transition may produce a dramatically different extreme-low result than a longer, repeatable gameplay run. That does not make the metric useless; it means the test methodology matters.",{"id":862,"data":863,"type":550},"metrics-rule",{"body":864,"title":865,"variant":866},"Average FPS answers throughput. Low-FPS and percentile metrics describe the slow tail. The frame-time graph shows \u003Cstrong>when\u003C\u002Fstrong> the bad frames happened. Use them together.","Use the metric to answer a question","success",{"id":868,"data":869,"type":567},"h-protocol",{"text":870,"level":46},"A practical benchmark protocol",{"id":872,"data":873,"type":599},"protocol-flow",{"steps":874,"title":893,"orientation":598},[875,878,881,884,887,890],{"label":876,"description":877},"Warm up","Let the game, shaders and assets reach a reasonably repeatable state when that matches the question you are testing.",{"label":879,"description":880},"Fix the conditions","Use the same resolution, settings, frame cap, location and workload.",{"label":882,"description":883},"Capture long enough","Avoid judging the slow tail from a tiny sample unless the event itself is what you want to measure.",{"label":885,"description":886},"Repeat","Run the same test multiple times to separate repeatable behavior from random background events.",{"label":888,"description":889},"Compare distributions","Look at average FPS, slow-frame metrics and the frame-time trace.",{"label":891,"description":892},"Record the environment","Game build, driver, operating system, hardware and major configuration changes matter for later comparisons.","Measure a game without fooling yourself",{"id":895,"data":896,"type":567},"h-scorecard",{"text":897,"level":46},"The Frame-Time Stability Scorecard",{"id":899,"data":900,"type":644},"scorecard",{"rows":901,"title":932,"layout":636,"columns":933},[902,908,914,920,926],{"id":903,"label":904,"values":905},"average","Average throughput",{"good":906,"warning":907},"Meets your performance target","Average hides repeated drops below the useful range",{"id":909,"label":910,"values":911},"tail","Slow-frame tail",{"good":912,"warning":913},"Reasonably close to average for the workload","Large persistent gap between average and low-FPS metrics",{"id":915,"label":916,"values":917},"trace","Frame-time trace",{"good":918,"warning":919},"Narrow, mostly stable band","Frequent tall spikes or recurring oscillation",{"id":921,"label":922,"values":923},"repeat","Repeatability",{"good":924,"warning":925},"Similar pattern across comparable runs","Result changes wildly between identical tests",{"id":927,"label":928,"values":929},"cause","Timing diagnosis",{"good":930,"warning":931},"CPU\u002FGPU behavior matches the suspected constraint","Optimization is being applied without identifying the bottleneck","What to look for before calling a game “smooth”",[934,937],{"id":935,"label":936},"good","Healthy signal",{"id":670,"label":938},"Warning signal",{"id":940,"data":941,"type":567},"h-change",{"text":942,"level":46},"What would change this answer?",{"id":944,"data":945,"type":543},"p-change-1",{"text":946},"The exact metrics available depend on the operating system, graphics API, hardware and measurement tool. Future presentation systems or frame-generation pipelines can also require additional distinctions between rendered, generated and displayed frames.",{"id":948,"data":949,"type":543},"p-change-2",{"text":950},"The core principle is unlikely to change: a throughput average cannot fully describe timing consistency. As long as interactive graphics are delivered as a sequence of frames, the distribution and timing of those frames matter.",{"id":952,"data":953,"type":567},"h-limit",{"text":954,"level":46},"Limitations",{"id":956,"data":957,"type":543},"p-limit-1",{"text":958},"This article is a diagnostic framework, not a claim that every stutter has the same root cause. Game engines, APIs, operating systems, drivers and rendering pipelines differ.",{"id":960,"data":961,"type":543},"p-limit-2",{"text":962},"Low-FPS metrics should also be interpreted within the methodology of the tool that produced them. Cross-tool comparisons can be misleading when the statistical definitions or capture pipelines differ.",{"id":964,"data":965,"type":567},"h-conclusion",{"text":966,"level":46},"Conclusion",{"id":968,"data":969,"type":543},"p-conclusion-1",{"text":970},"If a game shows high FPS but still feels bad, stop staring at the average.",{"id":972,"data":973,"type":543},"p-conclusion-2",{"text":974},"Measure the frame times. Inspect the slow tail. Find out when the spikes happen. Compare CPU and GPU timing. Then change one variable and repeat the same workload. Smoothness is not just how many frames your system can produce. It is how consistently those frames reach you.",{"id":976,"data":977,"type":567},"h-faq",{"text":978,"level":46},"FAQ",{"id":980,"data":981,"type":980},"faq",{"items":982,"title":1007},[983,987,991,995,999,1003],{"id":984,"answer":985,"question":986},"faq1","Because 120 FPS is an average. Repeated long frames can create visible hitches even while many fast frames keep the average high.","Why does 120 FPS still feel stuttery?",{"id":988,"answer":989,"question":990},"faq2","Frame time is the time required for an individual frame, usually measured in milliseconds. Lower and more consistent frame times generally indicate smoother delivery.","What is frame time?",{"id":992,"answer":993,"question":994},"faq3","It is a metric intended to describe performance among the slowest frames. Exact implementations can differ by tool, so compare results using the same benchmark methodology.","What does 1% low FPS mean?",{"id":996,"answer":997,"question":998},"faq4","Neither metric is sufficient by itself. Average FPS describes throughput, while low-FPS metrics and frame-time graphs expose consistency problems.","Is 1% low more important than average FPS?",{"id":1000,"answer":1001,"question":1002},"faq5","VRR can improve how variable frame delivery is presented, but it cannot eliminate a long frame caused by CPU, GPU, streaming or other workload stalls.","Can VRR fix micro-stutter?",{"id":1004,"answer":1005,"question":1006},"faq6","Sometimes a cap can improve consistency by leaving system headroom, but it should be tested with repeatable frame-time captures rather than assumed.","Should I cap FPS to reduce stutter?","FPS, frame time and stutter",{"id":1009,"data":1010,"type":567},"h-glossary",{"text":1011,"level":46},"Glossary",{"id":1013,"data":1014,"type":1013},"glossary",{"title":1015,"entries":1016},"Key performance terms",[1017,1021,1024,1028,1032,1036],{"term":1018,"anchor":1019,"definition":1020},"Frame time","frame-time","The time associated with producing or presenting an individual frame, usually expressed in milliseconds.",{"term":614,"anchor":1022,"definition":1023},"average-fps","A throughput average describing the number of frames produced over a measured interval.",{"term":1025,"anchor":1026,"definition":1027},"1% Low","one-percent-low","A slow-frame performance metric. Exact calculation can differ by tool; NVIDIA FrameView describes its 1% Low as the average of the slowest 1% of frames.",{"term":1029,"anchor":1030,"definition":1031},"Frame-time spike","frame-time-spike","A frame whose duration is substantially longer than surrounding frames, often perceived as a hitch or stutter.",{"term":1033,"anchor":1034,"definition":1035},"GPU Busy","gpu-busy","A PresentMon timing metric used to compare GPU execution time with the broader frame interval and help diagnose CPU\u002FGPU balance.",{"term":1037,"anchor":1038,"definition":1039},"Frame-Time Stability Test","frame-time-stability-test","A Figure Rocks workflow for evaluating average throughput, frame-time distribution, slow-frame metrics and CPU\u002FGPU timing under repeatable conditions.",{"id":1041,"data":1042,"type":567},"h-sources",{"text":1043,"level":46},"Primary sources",{"id":1045,"data":1046,"type":1052},"src-intel-presentmon",{"link":1047,"meta":1048},"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fintel-presentmon\u002F",{"image":1049,"title":1050,"description":1051},{"url":12},"Intel — PresentMon","Official Intel performance-monitoring tool with real-time graphs, percentiles, GPU telemetry, GPU Busy and support for major graphics APIs.","linkTool",{"id":1054,"data":1055,"type":1052},"src-nvidia-frameview",{"link":1056,"meta":1057},"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Ftechnologies\u002Fframeview\u002F",{"image":1058,"title":1059,"description":1060},{"url":12},"NVIDIA — FrameView","Official NVIDIA tool for measuring frame rate, frame time, power and performance-per-watt, using PresentMon-based analytics.",{"id":1062,"data":1063,"type":1052},"src-nvidia-frameview-guide",{"link":1064,"meta":1065},"https:\u002F\u002Fimages.nvidia.com\u002Fcontent\u002Fgeforce\u002Ftechnologies\u002Fframeview\u002Fframeview-1-4-user-guide-web-version.pdf",{"image":1066,"title":1067,"description":1068},{"url":12},"NVIDIA — FrameView User Guide","Official documentation defining average FPS, percentile metrics, 1% Low and 0.1% Low and explaining how consistency relates to stutter.",{"id":1070,"data":1071,"type":1052},"src-intel-optimization",{"link":1072,"meta":1073},"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Farticles\u002Fguide\u002Flp-api-developer-optimization-guide.html",{"image":1074,"title":1075,"description":1076},{"url":12},"Intel — Graphics API Developer and Optimization Guide","Official Intel guidance covering presentation modes, CPU scheduling considerations and the use of PresentMon for frame-presentation analysis.","2.31.0","A game can report 120, 144 or even 200 FPS and still feel rough. This guide explains why average FPS can hide bad frame delivery, how frame time and 1% lows expose stutter, and how to diagnose whether the CPU, GPU or another part of the pipeline is causing the 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