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Der Grund ist einfach: Die durchschnittliche Bildrate sagt dir, wie viele Frames über die Zeit erzeugt wurden, aber sie sagt dir nicht, ob diese Frames gleichmäßig angekommen sind. Ein paar lange Frames können sichtbares Stocken oder Mikroruckler verursachen, selbst wenn die durchschnittliche FPS-Zahl hervorragend aussieht.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--info my-6 rounded-xl border p-5 border-blue-300 bg-blue-50 dark:border-blue-900 dark:bg-blue-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Direkte Antwort\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>Hohe durchschnittliche FPS garantieren kein flüssiges Spielerlebnis.\u003C\u002Fstrong> Flüssigkeit hängt von der Konsistenz der Frame-Zeiten ab: wie gleichmäßig Frames geliefert werden. Um Ruckler zu diagnostizieren, schaue auf Frame-Zeiten, Perzentil- oder Low-FPS-Metriken und CPU\u002FGPU-Timing – nicht nur auf die durchschnittlichen FPS.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Caside class=\"editorjs-callout editorjs-callout--note my-6 rounded-xl border p-5 border-gray-300 bg-gray-50 dark:border-gray-700 dark:bg-gray-900\u002F40\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Das in diesem Artikel verwendete Modell\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Das Smoothness-Dreieck und der Frame-Time-Stability-Test unten sind praktische Figure-Rocks-Modelle. Sie sind keine formelle Intel-, NVIDIA- oder Microsoft-Terminologie.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Inhalt\">\u003Cstrong class=\"editorjs-toc__title\">Inhalt\u003C\u002Fstrong>\u003Col class=\"editorjs-toc__list editorjs-toc__list--depth-0\">\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-5\" class=\"editorjs-toc__link\">FPS ist ein Durchschnitt; Frame-Zeit ist der Rhythmus\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">Das Smoothness-Dreieck\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">Warum durchschnittliche FPS Ruckler verbergen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-15\" class=\"editorjs-toc__link\">Was 1%-Lows zeigen sollen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-20\" class=\"editorjs-toc__link\">Frame-Zeit-Diagramme sind oft nützlicher als eine einzelne zusammenfassende Zahl\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-24\" class=\"editorjs-toc__link\">Der Frame-Zeit-Stabilitätstest\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-26\" class=\"editorjs-toc__link\">CPU-Bottleneck und GPU-Bottleneck sehen nicht identisch aus\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-31\" class=\"editorjs-toc__link\">Warum sich ein Frame-Cap manchmal flüssiger anfühlen kann als maximale FPS\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-35\" class=\"editorjs-toc__link\">Häufige Ursachen für High-FPS-Ruckler\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-37\" class=\"editorjs-toc__link\">Shader-Kompilierung ist ein Sonderfall\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-41\" class=\"editorjs-toc__link\">VRR repariert keine schlechten Frame-Zeiten\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-44\" class=\"editorjs-toc__link\">Warum 0,1%-Lows verrauscht werden können\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-48\" class=\"editorjs-toc__link\">Ein praktisches Benchmark-Protokoll\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">Die Frame-Zeit-Stabilitäts-Scorecard\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-52\" class=\"editorjs-toc__link\">Was würde diese Antwort ändern?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-55\" class=\"editorjs-toc__link\">Einschränkungen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-58\" class=\"editorjs-toc__link\">Fazit\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-61\" class=\"editorjs-toc__link\">FAQ\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-63\" class=\"editorjs-toc__link\">Glossar\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-65\" class=\"editorjs-toc__link\">Primärquellen\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">FPS ist ein Durchschnitt; Frame-Zeit ist der Rhythmus\u003C\u002Fh2>\n\u003Cp>FPS sagen dir, wie viele Frames pro Sekunde fertiggestellt werden. Die Frame-Zeit sagt dir, wie lange ein einzelner Frame dauert.\u003C\u002Fp>\n\u003Cp>Die grobe Umrechnung ist einfach: Die Frame-Zeit in Millisekunden ist ungefähr 1000 geteilt durch FPS. Bei 60 FPS beträgt das Frame-Budget etwa 16,7 ms. Bei 120 FPS sind es etwa 8,3 ms. Bei 144 FPS sind es etwa 6,9 ms.\u003C\u002Fp>\n\u003Cp>Aber diese Zahlen sind nur aussagekräftig, wenn die Frame-Lieferung einigermaßen konsistent ist. Eine Sequenz von 7 ms, 7 ms, 7 ms, 35 ms, 7 ms, 7 ms kann immer noch einen hohen FPS-Durchschnitt ergeben und gleichzeitig ein spürbares Stocken verursachen.\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">Das Smoothness-Dreieck\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Drei verschiedene Dinge bestimmen, wie schnell sich ein Spiel anfühlt\u003C\u002Fh3>\u003Cdiv class=\"flex flex-col sm:flex-row gap-3\">\u003Cdiv class=\"editorjs-process__step min-w-0 flex-1 rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. Durchsatz\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Durchschnittliche FPS: wie viele Frames das System über die Zeit erzeugt.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__arrow shrink-0 self-center text-xl text-gray-400 rotate-90 sm:rotate-0\" aria-hidden=\"true\">→\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0 flex-1 rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Konsistenz\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Frame-Zeit-Verteilung: ob Frames mit stabiler Kadenz ankommen oder lange Ausreißer enthalten.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__arrow shrink-0 self-center text-xl text-gray-400 rotate-90 sm:rotate-0\" aria-hidden=\"true\">→\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0 flex-1 rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. Reaktionsfähigkeit\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Latenz: wie lange es dauert, bis Eingabe und Spielarbeit zu einem sichtbaren Frame führen.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Cp>Ein System kann in einer Ecke stark und in einer anderen schwach sein. Hohe FPS mit instabilen Frame-Zeiten können ruckelig wirken. Stabiles Rendering mit sehr hoher Latenz kann flüssig, aber träge wirken. Gutes Performance-Tuning muss erkennen, welche Ecke tatsächlich versagt.\u003C\u002Fp>\n\u003Ch2 id=\"section-12\">Warum durchschnittliche FPS Ruckler verbergen\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Zwei Sitzungen können die gleichen durchschnittlichen FPS haben und sich unterschiedlich anfühlen\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Stabile Sitzung\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Instabile Sitzung\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Durchschnittliche FPS\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">120 FPS\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">120 FPS\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Die meisten Frame-Zeiten\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Around 8–9 ms\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Mostly 5–7 ms\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Langsame Frames\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Few meaningful spikes\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Repeated 25–50 ms spikes\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Spielerlebnis\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Consistent motion\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Hitches despite the high average\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Cp>Die instabile Sitzung kann lange Frames durch viele sehr schnelle Frames zwischen den Spitzen ausgleichen. Der Durchschnitt bleibt hoch, aber der Spieler bemerkt die Spitzen und nicht das arithmetische Mittel.\u003C\u002Fp>\n\u003Ch2 id=\"section-15\">Was 1%-Lows zeigen sollen\u003C\u002Fh2>\n\u003Cp>Low-FPS- und Perzentil-Metriken existieren, weil die durchschnittlichen FPS allein das langsame Ende der Frame-Verteilung nicht beschreiben können.\u003C\u002Fp>\n\u003Cp>NVIDIA FrameView meldet durchschnittliche FPS zusammen mit 1%-Low- und 0,1%-Low-Metriken. Seine Dokumentation beschreibt 1%-Low als den Durchschnitt der langsamsten 1% der Frames und merkt an, dass das Erlebnis tendenziell konsistenter ist, je näher der Low-FPS-Wert am Durchschnitt liegt.\u003C\u002Fp>\n\u003Cp>NVIDIA stellt auch perzentilbasierte Metriken bereit, wie die Bildrate, die die langsamsten 1% der Frames von den schnelleren 99% trennt. Dies sind verwandte Konzepte, aber nicht jedes Benchmark-Tool implementiert oder bezeichnet Low-FPS-Statistiken genau gleich.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--warning my-6 rounded-xl border p-5 border-amber-300 bg-amber-50 dark:border-amber-900 dark:bg-amber-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Vergleichen Sie nicht jede „1%-Low“-Zahl, als wäre die Formel universell\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Verschiedene Tools können Low-FPS- und Perzentil-Statistiken unterschiedlich berechnen, aggregieren oder bezeichnen. Vergleichen Sie Ergebnisse nach Möglichkeit vom \u003Cstrong>selben Tool und derselben Methodik\u003C\u002Fstrong>.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-20\">Frame-Zeit-Diagramme sind oft nützlicher als eine einzelne zusammenfassende Zahl\u003C\u002Fh2>\n\u003Cp>Ein Frame-Zeit-Diagramm zeigt das Timing der Frames über die Aufzeichnung hinweg. Ein flaches oder schmales Band deutet in der Regel auf eine gleichmäßige Ausgabe hin. Hohe isolierte Spitzen offenbaren Ruckler. Sich wiederholende Wellen können auf periodische Hintergrundarbeit, Streaming, Synchronisation oder eine andere wiederkehrende Last hindeuten.\u003C\u002Fp>\n\u003Cp>Intel PresentMon ist auf diese Art der Analyse ausgelegt. Das aktuelle Tool von Intel kann Echtzeit-Performance-Diagramme, Perzentile, gleitende Fensterdurchschnitte und GPU-Telemetrie anzeigen und unterstützt DirectX-, OpenGL- und Vulkan-Anwendungen.\u003C\u002Fp>\n\u003Cp>NVIDIA FrameView misst ebenfalls Bildrate und Frame-Zeit und kann detaillierte Aufzeichnungsdaten für spätere Analysen in Logs schreiben.\u003C\u002Fp>\n\u003Ch2 id=\"section-24\">Der Frame-Zeit-Stabilitätstest\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Diagnostizieren Sie, ob hohe FPS Ruckler verbergen\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. Eine wiederholbare Szene aufzeichnen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Verwenden Sie dieselbe Route, denselben Benchmark, Speicherpunkt oder Spielablauf, damit verschiedene Durchläufe vergleichbar sind.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Durchschnittliche FPS erfassen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Betrachten Sie sie als Durchsatz, nicht als endgültiges Urteil über die Flüssigkeit.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. Konsistenz der Frame-Zeit prüfen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Achten Sie auf isolierte Spitzen, wiederkehrende Spitzen, große Varianz oder lange Cluster langsamer Frames.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Low-FPS- oder Perzentil-Metriken prüfen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Große Lücken zwischen Durchschnitts- und Slow-Frame-Metriken sind ein Warnsignal dafür, dass die Ausgabe inkonsistent ist.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">5. CPU- und GPU-Timing vergleichen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Stellen Sie fest, ob der langsame Frame vor der GPU, auf der GPU oder an einer anderen Stelle der Pipeline entsteht.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">6\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">6. Jeweils nur eine Variable ändern\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Testen Sie Frame-Cap, Grafikoption, Hintergrundprozess, Shader-Zustand, Speicherpfad oder Treiber-\u002FSpieleinstellung unabhängig voneinander.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">7\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">7. Dieselbe Aufzeichnung wiederholen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Eine Korrektur ist nur dann aussagekräftig, wenn sich die Frame-Zeit-Verteilung unter vergleichbaren Bedingungen verbessert.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-26\">CPU-Bottleneck und GPU-Bottleneck sehen nicht identisch aus\u003C\u002Fh2>\n\u003Cp>Eine niedrige Bildrate sagt Ihnen nicht, welcher Prozessor für die Verzögerung verantwortlich ist. Die CPU bereitet Spiel- und Rendering-Arbeit vor; die GPU führt Grafikarbeit aus. Beide Seiten können zum limitierenden Taktgeber werden.\u003C\u002Fp>\n\u003Cp>Die GPU-Busy-Metrik von Intel PresentMon soll speziell dabei helfen, die Beziehung zwischen GPU-Ausführungszeit und gesamter Frame-Zeit zu bewerten. Dies kann helfen, Frames zu unterscheiden, in denen die GPU den größten Teil des Intervalls ausgelastet ist, von Frames, in denen ein großer Teil der Verzögerung an anderer Stelle auftritt.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Vereinfachte Timing-Muster\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Typisches Timing-Muster\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Was es nahelegen kann\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">GPU-limitiert\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">GPU busy time is close to the frame interval\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">The graphics workload is consuming most of the available frame budget\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">CPU-\u002FPipeline-limitiert\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Frame time grows while GPU busy time remains materially lower\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">The delay may be before GPU execution or elsewhere in the presentation pipeline\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Unregelmäßiges Ereignis\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Mostly stable timing with isolated large spikes\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Streaming, shader compilation, background work, asset loading or another transient event may be involved\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Caside class=\"editorjs-callout editorjs-callout--note my-6 rounded-xl border p-5 border-gray-300 bg-gray-50 dark:border-gray-700 dark:bg-gray-900\u002F40\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Dies ist diagnostischer Beleg, kein automatisches Urteil\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Timing-Muster verkleinern den Suchraum. Sie beweisen für sich genommen keine bestimmte Ursache.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-31\">Warum sich ein Frame-Cap manchmal flüssiger anfühlen kann als maximale FPS\u003C\u002Fh2>\n\u003Cp>Ein Spiel mit der höchstmöglichen ungedeckelten FPS laufen zu lassen, kann einen Teil des Systems nahe an der Sättigung halten. Bei manchen Lasten kann zusätzlicher Spielraum die Timing-Schwankungen verringern und einen stabileren Rhythmus erzeugen.\u003C\u002Fp>\n\u003Cp>Das bedeutet nicht, dass jedes Spiel auf denselben Wert gedeckelt werden sollte. Der nützliche Test ist empirisch: Zeichnen Sie dieselbe Last ungedeckelt und mit einem oder mehreren sinnvollen Caps auf und vergleichen Sie dann Frame-Zeit-Stabilität und Latenz.\u003C\u002Fp>\n\u003Cp>Ein niedrigerer Durchschnitt mit deutlich gleichmäßigerer Frame-Ausgabe kann sich besser anfühlen als ein höherer Durchschnitt, der von häufigen Spitzen unterbrochen wird.\u003C\u002Fp>\n\u003Ch2 id=\"section-35\">Häufige Ursachen für High-FPS-Ruckler\u003C\u002Fh2>\n\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Ursachenklasse\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Was Sie sehen können\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Was zu testen ist\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Shader- oder Pipeline-Kompilierung\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Spitzen, die an erstmalige Effekte, Orte oder Aktionen gebunden sind\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Dieselbe Sequenz wiederholen und spätere Durchläufe vergleichen\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Asset-\u002FWelt-Streaming\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Spitzen beim Betreten von Bereichen oder Laden neuer Inhalte\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Speicher, Textur-Einstellungen, Welt-Streaming-Verhalten\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">CPU-Scheduling \u002F Hintergrundarbeit\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Unregelmäßige Spitzen ohne Bezug zur GPU-Last\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Hintergrundprozesse, Overlays, Aufzeichnung, CPU-Sättigung\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">GPU-Sättigung\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Durchgängig hohe GPU-Ausführungszeit\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Teure Grafikoptionen senken oder einen Frame-Cap testen\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Speicherdruck\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Zunehmendes Stocken bei starker VRAM-\u002FRAM-Nutzung\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Texturstufe, Auflösung, Hintergrundanwendungen, Working-Set-Verhalten\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Präsentation \u002F Synchronisation\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Rhythmusprobleme im Zusammenhang mit Refresh- oder Präsentationsmodi\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Kombinationen aus V-Sync, VRR, Frame-Cap und Anzeigemodus\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Treiber- oder Spiel-Regression\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Problem tritt nach einem bestimmten Update auf\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Versionen oder offizielle Known-Issue-Hinweise vergleichen, wo praktikabel\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-37\">Shader-Kompilierung ist ein Sonderfall\u003C\u002Fh2>\n\u003Cp>Manches Ruckeln ist kein einfaches Leistungsproblem im eingeschwungenen Zustand. Eine Arbeitslast kann problemlos mit hohen FPS laufen, bis das Spiel aufwändige Arbeit ausführt, die nur zu bestimmten Momenten anfällt.\u003C\u002Fp>\n\u003Cp>Shader- oder Pipeline-Kompilierung ist ein Beispiel dafür. Wenn beim ersten Auftreten eines bestimmten Effekts oder Bereichs ein Hänger auftritt, der bei späteren Durchläufen kleiner wird oder verschwindet, unterscheidet sich dieses Muster von einer GPU, die durchgehend zu langsam ist.\u003C\u002Fp>\n\u003Cp>Deshalb sind wiederholbare Aufzeichnungen wichtig. Ein einzelner Durchschnittswert über eine gesamte Sitzung kann gleichmäßiges Rendering und einmalige Ereignisse zu einem Ergebnis vermischen, das keines von beiden erklärt.\u003C\u002Fp>\n\u003Ch2 id=\"section-41\">VRR repariert keine schlechten Frame-Zeiten\u003C\u002Fh2>\n\u003Cp>Eine variable Bildwiederholrate kann das Timing der Display-Aktualisierung enger an die variable Frame-Ausgabe anpassen und sichtbares Tearing oder Judder innerhalb ihres Arbeitsbereichs reduzieren.\u003C\u002Fp>\n\u003Cp>Aber VRR macht aus einem 40-ms-Frame keinen 8-ms-Frame. Ein großer Rendering- oder CPU-Stillstand bleibt ein großer Stillstand. Display-Technologie kann die Darstellung verbessern; sie kann die Arbeit nicht beseitigen, die den Frame ursprünglich verzögert hat.\u003C\u002Fp>\n\u003Ch2 id=\"section-44\">Warum 0,1%-Lows verrauscht werden können\u003C\u002Fh2>\n\u003Cp>Metriken, die sich auf einen sehr kleinen Bruchteil der Frames konzentrieren, sind nützlich, um schwere Ausreißer aufzudecken, werden aber auch empfindlich gegenüber der Aufzeichnungsdauer und einmaligen Ereignissen.\u003C\u002Fp>\n\u003Cp>Eine kurze Aufzeichnung mit einem Ladeübergang kann ein dramatisch anderes Extremwert-Ergebnis liefern als ein längerer, wiederholbarer Gameplay-Durchlauf. Das macht die Metrik nicht nutzlos; es bedeutet, dass die Testmethodik wichtig ist.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--success my-6 rounded-xl border p-5 border-emerald-300 bg-emerald-50 dark:border-emerald-900 dark:bg-emerald-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Verwende die Metrik, um eine Frage zu beantworten\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Durchschnittliche FPS beantworten den Durchsatz. Low-FPS- und Perzentil-Metriken beschreiben das langsame Ende. Der Frame-Zeit-Graph zeigt, \u003Cstrong>wann\u003C\u002Fstrong> die schlechten Frames aufgetreten sind. Verwende sie zusammen.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-48\">Ein praktisches Benchmark-Protokoll\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Messe ein Spiel, ohne dich selbst zu täuschen\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Aufwärmen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Lass das Spiel, die Shader und die Assets einen einigermaßen wiederholbaren Zustand erreichen, wenn dies zu der Frage passt, die du testest.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Bedingungen festlegen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Verwende dieselbe Auflösung, dieselben Einstellungen, dasselbe Frame-Limit, denselben Ort und dieselbe Arbeitslast.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Lange genug aufzeichnen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Beurteile das langsame Ende nicht anhand einer winzigen Stichprobe, es sei denn, genau das Ereignis ist das, was du messen möchtest.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Wiederholen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Führe denselben Test mehrmals durch, um wiederholbares Verhalten von zufälligen Hintergrundereignissen zu trennen.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Verteilungen vergleichen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Betrachte durchschnittliche FPS, Slow-Frame-Metriken und die Frame-Zeit-Aufzeichnung.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">6\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Umgebung dokumentieren\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Spiel-Build, Treiber, Betriebssystem, Hardware und wichtige Konfigurationsänderungen sind für spätere Vergleiche wichtig.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-50\">Die Frame-Zeit-Stabilitäts-Scorecard\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Worauf du achten solltest, bevor du ein Spiel als „flüssig“ bezeichnest\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Gesundes Signal\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Warnsignal\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Durchschnittlicher Durchsatz\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Meets your performance target\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Average hides repeated drops below the useful range\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Langsames Frame-Ende\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Reasonably close to average for the workload\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Large persistent gap between average and low-FPS metrics\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Frame-Zeit-Aufzeichnung\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Narrow, mostly stable band\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Frequent tall spikes or recurring oscillation\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Wiederholbarkeit\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Similar pattern across comparable runs\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Result changes wildly between identical tests\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Timing-Diagnose\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">CPU\u002FGPU behavior matches the suspected constraint\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Optimization is being applied without identifying the bottleneck\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-52\">Was würde diese Antwort ändern?\u003C\u002Fh2>\n\u003Cp>Die genauen verfügbaren Metriken hängen vom Betriebssystem, der Grafik-API, der Hardware und dem Messwerkzeug ab. Zukünftige Präsentationssysteme oder Frame-Generierungs-Pipelines können ebenfalls zusätzliche Unterscheidungen zwischen gerenderten, generierten und angezeigten Frames erfordern.\u003C\u002Fp>\n\u003Cp>Das Kernprinzip wird sich wahrscheinlich nicht ändern: Ein Durchschnittswert des Durchsatzes kann die Timing-Konsistenz nicht vollständig beschreiben. Solange interaktive Grafik als Abfolge von Frames geliefert wird, sind die Verteilung und das Timing dieser Frames wichtig.\u003C\u002Fp>\n\u003Ch2 id=\"section-55\">Einschränkungen\u003C\u002Fh2>\n\u003Cp>Dieser Artikel ist ein diagnostischer Rahmen, nicht die Behauptung, dass jedes Ruckeln dieselbe Ursache hat. Spiel-Engines, APIs, Betriebssysteme, Treiber und Rendering-Pipelines unterscheiden sich.\u003C\u002Fp>\n\u003Cp>Metriken für niedrige FPS sollten auch im Rahmen der Methodik des Tools interpretiert werden, das sie erzeugt hat. Vergleiche zwischen verschiedenen Tools können irreführend sein, wenn sich die statistischen Definitionen oder die Erfassungs-Pipelines unterscheiden.\u003C\u002Fp>\n\u003Ch2 id=\"section-58\">Fazit\u003C\u002Fh2>\n\u003Cp>Wenn ein Spiel hohe FPS anzeigt, sich aber trotzdem schlecht anfühlt, dann starren Sie nicht auf den Durchschnitt.\u003C\u002Fp>\n\u003Cp>Messen Sie die Frame-Zeiten. Untersuchen Sie den langsamen Ausläufer. Finden Sie heraus, wann die Spitzen auftreten. Vergleichen Sie CPU- und GPU-Timing. Ändern Sie dann eine Variable und wiederholen Sie dieselbe Arbeitslast. Flüssigkeit ist nicht nur, wie viele Frames Ihr System erzeugen kann. Es ist, wie konsistent diese Frames bei Ihnen ankommen.\u003C\u002Fp>\n\u003Ch2 id=\"section-61\">FAQ\u003C\u002Fh2>\n\u003Csection class=\"editorjs-faq my-6 rounded-xl border border-gray-200 p-5 dark:border-gray-700\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">FPS, Frame-Zeit und Ruckeln\u003C\u002Fh3>\u003Cdiv id=\"faq1\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Warum fühlen sich 120 FPS immer noch ruckelig an?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Weil 120 FPS ein Durchschnitt sind. Wiederholte lange Frames können sichtbare Aussetzer erzeugen, selbst wenn viele schnelle Frames den Durchschnitt hoch halten.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq2\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Was ist die Frame-Zeit?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Die Frame-Zeit ist die Zeit, die für einen einzelnen Frame benötigt wird, üblicherweise in Millisekunden gemessen. Niedrigere und konsistentere Frame-Zeiten deuten im Allgemeinen auf eine flüssigere Darstellung hin.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq3\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Was bedeutet 1% Low FPS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Es ist eine Metrik, die die Leistung unter den langsamsten Frames beschreiben soll. Die genaue Umsetzung kann je nach Tool unterschiedlich sein, daher sollten Ergebnisse mit derselben Benchmark-Methodik verglichen werden.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq4\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Ist 1% Low wichtiger als durchschnittliche FPS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Keine der beiden Metriken ist für sich ausreichend. Durchschnittliche FPS beschreiben den Durchsatz, während Low-FPS-Metriken und Frame-Zeit-Diagramme Konsistenzprobleme aufdecken.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq5\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Kann VRR Mikroruckeln beheben?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">VRR kann die Darstellung variabler Frame-Lieferung verbessern, aber es kann einen langen Frame, der durch CPU-, GPU-, Streaming- oder andere Arbeitslast-Staus verursacht wird, nicht beseitigen.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq6\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Sollte ich FPS begrenzen, um Ruckeln zu reduzieren?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Manchmal kann eine Begrenzung die Konsistenz verbessern, indem sie Systemreserven freilässt, aber dies sollte mit wiederholbaren Frame-Zeit-Aufzeichnungen getestet und nicht angenommen werden.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-63\">Glossar\u003C\u002Fh2>\n\u003Csection class=\"editorjs-glossary my-6 rounded-xl border border-gray-200 dark:border-gray-700 p-5\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Wichtige Leistungsbegriffe\u003C\u002Fh3>\u003Cdl>\u003Cdiv id=\"frame-time\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Frame-Zeit\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Die Zeit, die mit der Erzeugung oder Darstellung eines einzelnen Frames verbunden ist, üblicherweise in Millisekunden ausgedrückt.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"average-fps\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Durchschnittliche FPS\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Ein Durchsatzmittelwert, der die Anzahl der über ein gemessenes Intervall erzeugten Frames beschreibt.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"one-percent-low\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">1% Low\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Eine Leistungsmetrik für langsame Frames. Die genaue Berechnung kann je nach Tool unterschiedlich sein; NVIDIA FrameView beschreibt sein 1% Low als den Durchschnitt der langsamsten 1% der Frames.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"frame-time-spike\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Frame-Zeit-Spitze\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Ein Frame, dessen Dauer wesentlich länger ist als die umgebenden Frames, oft als Aussetzer oder Ruckeln wahrgenommen.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"gpu-busy\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">GPU Busy\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Eine PresentMon-Timing-Metrik, die verwendet wird, um die GPU-Ausführungszeit mit dem breiteren Frame-Intervall zu vergleichen und zur Diagnose des CPU\u002FGPU-Gleichgewichts beizutragen.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"frame-time-stability-test\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Frame-Zeit-Stabilitätstest\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Ein Figure Rocks-Workflow zur Bewertung von durchschnittlichem Durchsatz, Frame-Zeit-Verteilung, Metriken für langsame Frames und CPU\u002FGPU-Timing unter wiederholbaren Bedingungen.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-65\">Primärquellen\u003C\u002Fh2>\n\u003Ca href=\"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fintel-presentmon\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Intel — PresentMon\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielles Intel-Leistungsüberwachungstool mit Echtzeitdiagrammen, Perzentilen, GPU-Telemetrie, GPU Busy und Unterstützung für wichtige Grafik-APIs.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Ftechnologies\u002Fframeview\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA — FrameView\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielles NVIDIA-Tool zur Messung von Bildrate, Frame-Zeit, Leistung und Leistung pro Watt unter Verwendung von PresentMon-basierter Analytik.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fimages.nvidia.com\u002Fcontent\u002Fgeforce\u002Ftechnologies\u002Fframeview\u002Fframeview-1-4-user-guide-web-version.pdf\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA — FrameView Benutzerhandbuch\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle Dokumentation, die durchschnittliche FPS, Perzentilmetriken, 1% Low und 0,1% Low definiert und erklärt, wie Konsistenz mit Ruckeln zusammenhängt.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Farticles\u002Fguide\u002Flp-api-developer-optimization-guide.html\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Intel — Grafik-API-Entwickler- und Optimierungshandbuch\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle Intel-Anleitung zu Präsentationsmodi, CPU-Scheduling-Überlegungen und der Verwendung von PresentMon zur Frame-Präsentationsanalyse.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1078},1790374738031,[540,545,552,558,564,569,573,577,581,585,601,605,609,646,650,654,658,662,666,672,676,680,684,688,692,718,722,726,730,760,765,769,773,777,781,785,822,826,830,834,838,842,846,850,854,858,862,868,872,895,899,940,944,948,952,956,960,964,968,972,976,980,1009,1013,1041,1045,1054,1062,1070],{"id":541,"data":542,"type":544},"intro",{"text":543},"Ein Spiel kann 120, 144 oder sogar 200 FPS melden und sich trotzdem ruckelig anfühlen. Der Grund ist einfach: Die durchschnittliche Bildrate sagt dir, wie viele Frames über die Zeit erzeugt wurden, aber sie sagt dir nicht, ob diese Frames gleichmäßig angekommen sind. Ein paar lange Frames können sichtbares Stocken oder Mikroruckler verursachen, selbst wenn die durchschnittliche FPS-Zahl hervorragend aussieht.","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>Hohe durchschnittliche FPS garantieren kein flüssiges Spielerlebnis.\u003C\u002Fstrong> Flüssigkeit hängt von der Konsistenz der Frame-Zeiten ab: wie gleichmäßig Frames geliefert werden. Um Ruckler zu diagnostizieren, schaue auf Frame-Zeiten, Perzentil- oder Low-FPS-Metriken und CPU\u002FGPU-Timing – nicht nur auf die durchschnittlichen FPS.","Direkte Antwort","info","callout",{"id":553,"data":554,"type":551},"model-note",{"body":555,"title":556,"variant":557},"Das Smoothness-Dreieck und der Frame-Time-Stability-Test unten sind praktische Figure-Rocks-Modelle. Sie sind keine formelle Intel-, NVIDIA- oder Microsoft-Terminologie.","Das in diesem Artikel verwendete Modell","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"Inhalt",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-fps-vs-ft",{"text":567,"level":47},"FPS ist ein Durchschnitt; Frame-Zeit ist der Rhythmus","header",{"id":570,"data":571,"type":544},"p-fps-1",{"text":572},"FPS sagen dir, wie viele Frames pro Sekunde fertiggestellt werden. Die Frame-Zeit sagt dir, wie lange ein einzelner Frame dauert.",{"id":574,"data":575,"type":544},"p-fps-2",{"text":576},"Die grobe Umrechnung ist einfach: Die Frame-Zeit in Millisekunden ist ungefähr 1000 geteilt durch FPS. Bei 60 FPS beträgt das Frame-Budget etwa 16,7 ms. Bei 120 FPS sind es etwa 8,3 ms. Bei 144 FPS sind es etwa 6,9 ms.",{"id":578,"data":579,"type":544},"p-fps-3",{"text":580},"Aber diese Zahlen sind nur aussagekräftig, wenn die Frame-Lieferung einigermaßen konsistent ist. Eine Sequenz von 7 ms, 7 ms, 7 ms, 35 ms, 7 ms, 7 ms kann immer noch einen hohen FPS-Durchschnitt ergeben und gleichzeitig ein spürbares Stocken verursachen.",{"id":582,"data":583,"type":568},"h-triangle",{"text":584,"level":47},"Das Smoothness-Dreieck",{"id":586,"data":587,"type":600},"triangle-flow",{"steps":588,"title":598,"orientation":599},[589,592,595],{"label":590,"description":591},"1. Durchsatz","Durchschnittliche FPS: wie viele Frames das System über die Zeit erzeugt.",{"label":593,"description":594},"2. Konsistenz","Frame-Zeit-Verteilung: ob Frames mit stabiler Kadenz ankommen oder lange Ausreißer enthalten.",{"label":596,"description":597},"3. Reaktionsfähigkeit","Latenz: wie lange es dauert, bis Eingabe und Spielarbeit zu einem sichtbaren Frame führen.","Drei verschiedene Dinge bestimmen, wie schnell sich ein Spiel anfühlt","auto","processFlow",{"id":602,"data":603,"type":544},"p-triangle",{"text":604},"Ein System kann in einer Ecke stark und in einer anderen schwach sein. Hohe FPS mit instabilen Frame-Zeiten können ruckelig wirken. Stabiles Rendering mit sehr hoher Latenz kann flüssig, aber träge wirken. Gutes Performance-Tuning muss erkennen, welche Ecke tatsächlich versagt.",{"id":606,"data":607,"type":568},"h-average",{"text":608,"level":47},"Warum durchschnittliche FPS Ruckler verbergen",{"id":610,"data":611,"type":645},"same-average",{"rows":612,"title":636,"layout":637,"columns":638},[613,618,624,630],{"id":614,"label":615,"values":616},"avg","Durchschnittliche FPS",{"stable":617,"unstable":617},"120 FPS",{"id":619,"label":620,"values":621},"normal","Die meisten Frame-Zeiten",{"stable":622,"unstable":623},"Around 8–9 ms","Mostly 5–7 ms",{"id":625,"label":626,"values":627},"outliers","Langsame Frames",{"stable":628,"unstable":629},"Few meaningful spikes","Repeated 25–50 ms spikes",{"id":631,"label":632,"values":633},"feel","Spielerlebnis",{"stable":634,"unstable":635},"Consistent motion","Hitches despite the high average","Zwei Sitzungen können die gleichen durchschnittlichen FPS haben und sich unterschiedlich anfühlen","table",[639,642],{"id":640,"label":641},"stable","Stabile Sitzung",{"id":643,"label":644},"unstable","Instabile Sitzung","comparison",{"id":647,"data":648,"type":544},"p-average-1",{"text":649},"Die instabile Sitzung kann lange Frames durch viele sehr schnelle Frames zwischen den Spitzen ausgleichen. Der Durchschnitt bleibt hoch, aber der Spieler bemerkt die Spitzen und nicht das arithmetische Mittel.",{"id":651,"data":652,"type":568},"h-onepercent",{"text":653,"level":47},"Was 1%-Lows zeigen sollen",{"id":655,"data":656,"type":544},"p-low-1",{"text":657},"Low-FPS- und Perzentil-Metriken existieren, weil die durchschnittlichen FPS allein das langsame Ende der Frame-Verteilung nicht beschreiben können.",{"id":659,"data":660,"type":544},"p-low-2",{"text":661},"NVIDIA FrameView meldet durchschnittliche FPS zusammen mit 1%-Low- und 0,1%-Low-Metriken. Seine Dokumentation beschreibt 1%-Low als den Durchschnitt der langsamsten 1% der Frames und merkt an, dass das Erlebnis tendenziell konsistenter ist, je näher der Low-FPS-Wert am Durchschnitt liegt.",{"id":663,"data":664,"type":544},"p-low-3",{"text":665},"NVIDIA stellt auch perzentilbasierte Metriken bereit, wie die Bildrate, die die langsamsten 1% der Frames von den schnelleren 99% trennt. Dies sind verwandte Konzepte, aber nicht jedes Benchmark-Tool implementiert oder bezeichnet Low-FPS-Statistiken genau gleich.",{"id":667,"data":668,"type":551},"low-warning",{"body":669,"title":670,"variant":671},"Verschiedene Tools können Low-FPS- und Perzentil-Statistiken unterschiedlich berechnen, aggregieren oder bezeichnen. Vergleichen Sie Ergebnisse nach Möglichkeit vom \u003Cstrong>selben Tool und derselben Methodik\u003C\u002Fstrong>.","Vergleichen Sie nicht jede „1%-Low“-Zahl, als wäre die Formel universell","warning",{"id":673,"data":674,"type":568},"h-graph",{"text":675,"level":47},"Frame-Zeit-Diagramme sind oft nützlicher als eine einzelne zusammenfassende Zahl",{"id":677,"data":678,"type":544},"p-graph-1",{"text":679},"Ein Frame-Zeit-Diagramm zeigt das Timing der Frames über die Aufzeichnung hinweg. Ein flaches oder schmales Band deutet in der Regel auf eine gleichmäßige Ausgabe hin. Hohe isolierte Spitzen offenbaren Ruckler. Sich wiederholende Wellen können auf periodische Hintergrundarbeit, Streaming, Synchronisation oder eine andere wiederkehrende Last hindeuten.",{"id":681,"data":682,"type":544},"p-graph-2",{"text":683},"Intel PresentMon ist auf diese Art der Analyse ausgelegt. Das aktuelle Tool von Intel kann Echtzeit-Performance-Diagramme, Perzentile, gleitende Fensterdurchschnitte und GPU-Telemetrie anzeigen und unterstützt DirectX-, OpenGL- und Vulkan-Anwendungen.",{"id":685,"data":686,"type":544},"p-graph-3",{"text":687},"NVIDIA FrameView misst ebenfalls Bildrate und Frame-Zeit und kann detaillierte Aufzeichnungsdaten für spätere Analysen in Logs schreiben.",{"id":689,"data":690,"type":568},"h-test",{"text":691,"level":47},"Der Frame-Zeit-Stabilitätstest",{"id":693,"data":694,"type":600},"test-flow",{"steps":695,"title":717,"orientation":599},[696,699,702,705,708,711,714],{"label":697,"description":698},"1. Eine wiederholbare Szene aufzeichnen","Verwenden Sie dieselbe Route, denselben Benchmark, Speicherpunkt oder Spielablauf, damit verschiedene Durchläufe vergleichbar sind.",{"label":700,"description":701},"2. Durchschnittliche FPS erfassen","Betrachten Sie sie als Durchsatz, nicht als endgültiges Urteil über die Flüssigkeit.",{"label":703,"description":704},"3. Konsistenz der Frame-Zeit prüfen","Achten Sie auf isolierte Spitzen, wiederkehrende Spitzen, große Varianz oder lange Cluster langsamer Frames.",{"label":706,"description":707},"4. Low-FPS- oder Perzentil-Metriken prüfen","Große Lücken zwischen Durchschnitts- und Slow-Frame-Metriken sind ein Warnsignal dafür, dass die Ausgabe inkonsistent ist.",{"label":709,"description":710},"5. CPU- und GPU-Timing vergleichen","Stellen Sie fest, ob der langsame Frame vor der GPU, auf der GPU oder an einer anderen Stelle der Pipeline entsteht.",{"label":712,"description":713},"6. Jeweils nur eine Variable ändern","Testen Sie Frame-Cap, Grafikoption, Hintergrundprozess, Shader-Zustand, Speicherpfad oder Treiber-\u002FSpieleinstellung unabhängig voneinander.",{"label":715,"description":716},"7. Dieselbe Aufzeichnung wiederholen","Eine Korrektur ist nur dann aussagekräftig, wenn sich die Frame-Zeit-Verteilung unter vergleichbaren Bedingungen verbessert.","Diagnostizieren Sie, ob hohe FPS Ruckler verbergen",{"id":719,"data":720,"type":568},"h-bottleneck",{"text":721,"level":47},"CPU-Bottleneck und GPU-Bottleneck sehen nicht identisch aus",{"id":723,"data":724,"type":544},"p-bottle-1",{"text":725},"Eine niedrige Bildrate sagt Ihnen nicht, welcher Prozessor für die Verzögerung verantwortlich ist. Die CPU bereitet Spiel- und Rendering-Arbeit vor; die GPU führt Grafikarbeit aus. Beide Seiten können zum limitierenden Taktgeber werden.",{"id":727,"data":728,"type":544},"p-bottle-2",{"text":729},"Die GPU-Busy-Metrik von Intel PresentMon soll speziell dabei helfen, die Beziehung zwischen GPU-Ausführungszeit und gesamter Frame-Zeit zu bewerten. Dies kann helfen, Frames zu unterscheiden, in denen die GPU den größten Teil des Intervalls ausgelastet ist, von Frames, in denen ein großer Teil der Verzögerung an anderer Stelle auftritt.",{"id":731,"data":732,"type":645},"bottleneck-table",{"rows":733,"title":752,"layout":637,"columns":753},[734,740,746],{"id":735,"label":736,"values":737},"gpu","GPU-limitiert",{"meaning":738,"pattern":739},"The graphics workload is consuming most of the available frame budget","GPU busy time is close to the frame interval",{"id":741,"label":742,"values":743},"cpu","CPU-\u002FPipeline-limitiert",{"meaning":744,"pattern":745},"The delay may be before GPU execution or elsewhere in the presentation pipeline","Frame time grows while GPU busy time remains materially lower",{"id":747,"label":748,"values":749},"spike","Unregelmäßiges Ereignis",{"meaning":750,"pattern":751},"Streaming, shader compilation, background work, asset loading or another transient event may be involved","Mostly stable timing with isolated large spikes","Vereinfachte Timing-Muster",[754,757],{"id":755,"label":756},"pattern","Typisches Timing-Muster",{"id":758,"label":759},"meaning","Was es nahelegen kann",{"id":761,"data":762,"type":551},"bottle-note",{"body":763,"title":764,"variant":557},"Timing-Muster verkleinern den Suchraum. Sie beweisen für sich genommen keine bestimmte Ursache.","Dies ist diagnostischer Beleg, kein automatisches Urteil",{"id":766,"data":767,"type":568},"h-cap",{"text":768,"level":47},"Warum sich ein Frame-Cap manchmal flüssiger anfühlen kann als maximale FPS",{"id":770,"data":771,"type":544},"p-cap-1",{"text":772},"Ein Spiel mit der höchstmöglichen ungedeckelten FPS laufen zu lassen, kann einen Teil des Systems nahe an der Sättigung halten. Bei manchen Lasten kann zusätzlicher Spielraum die Timing-Schwankungen verringern und einen stabileren Rhythmus erzeugen.",{"id":774,"data":775,"type":544},"p-cap-2",{"text":776},"Das bedeutet nicht, dass jedes Spiel auf denselben Wert gedeckelt werden sollte. Der nützliche Test ist empirisch: Zeichnen Sie dieselbe Last ungedeckelt und mit einem oder mehreren sinnvollen Caps auf und vergleichen Sie dann Frame-Zeit-Stabilität und Latenz.",{"id":778,"data":779,"type":544},"p-cap-3",{"text":780},"Ein niedrigerer Durchschnitt mit deutlich gleichmäßigerer Frame-Ausgabe kann sich besser anfühlen als ein höherer Durchschnitt, der von häufigen Spitzen unterbrochen wird.",{"id":782,"data":783,"type":568},"h-causes",{"text":784,"level":47},"Häufige Ursachen für High-FPS-Ruckler",{"id":786,"data":787,"type":637},"causes-table",{"content":788,"stretched":821,"withHeadings":15},[789,793,797,801,805,809,813,817],[790,791,792],"Ursachenklasse","Was Sie sehen können","Was zu testen ist",[794,795,796],"Shader- oder Pipeline-Kompilierung","Spitzen, die an erstmalige Effekte, Orte oder Aktionen gebunden sind","Dieselbe Sequenz wiederholen und spätere Durchläufe vergleichen",[798,799,800],"Asset-\u002FWelt-Streaming","Spitzen beim Betreten von Bereichen oder Laden neuer Inhalte","Speicher, Textur-Einstellungen, Welt-Streaming-Verhalten",[802,803,804],"CPU-Scheduling \u002F Hintergrundarbeit","Unregelmäßige Spitzen ohne Bezug zur GPU-Last","Hintergrundprozesse, Overlays, Aufzeichnung, CPU-Sättigung",[806,807,808],"GPU-Sättigung","Durchgängig hohe GPU-Ausführungszeit","Teure Grafikoptionen senken oder einen Frame-Cap testen",[810,811,812],"Speicherdruck","Zunehmendes Stocken bei starker VRAM-\u002FRAM-Nutzung","Texturstufe, Auflösung, Hintergrundanwendungen, Working-Set-Verhalten",[814,815,816],"Präsentation \u002F Synchronisation","Rhythmusprobleme im Zusammenhang mit Refresh- oder Präsentationsmodi","Kombinationen aus V-Sync, VRR, Frame-Cap und Anzeigemodus",[818,819,820],"Treiber- oder Spiel-Regression","Problem tritt nach einem bestimmten Update auf","Versionen oder offizielle Known-Issue-Hinweise vergleichen, wo praktikabel",false,{"id":823,"data":824,"type":568},"h-shader",{"text":825,"level":47},"Shader-Kompilierung ist ein Sonderfall",{"id":827,"data":828,"type":544},"p-shader-1",{"text":829},"Manches Ruckeln ist kein einfaches Leistungsproblem im eingeschwungenen Zustand. Eine Arbeitslast kann problemlos mit hohen FPS laufen, bis das Spiel aufwändige Arbeit ausführt, die nur zu bestimmten Momenten anfällt.",{"id":831,"data":832,"type":544},"p-shader-2",{"text":833},"Shader- oder Pipeline-Kompilierung ist ein Beispiel dafür. Wenn beim ersten Auftreten eines bestimmten Effekts oder Bereichs ein Hänger auftritt, der bei späteren Durchläufen kleiner wird oder verschwindet, unterscheidet sich dieses Muster von einer GPU, die durchgehend zu langsam ist.",{"id":835,"data":836,"type":544},"p-shader-3",{"text":837},"Deshalb sind wiederholbare Aufzeichnungen wichtig. Ein einzelner Durchschnittswert über eine gesamte Sitzung kann gleichmäßiges Rendering und einmalige Ereignisse zu einem Ergebnis vermischen, das keines von beiden erklärt.",{"id":839,"data":840,"type":568},"h-vrr",{"text":841,"level":47},"VRR repariert keine schlechten Frame-Zeiten",{"id":843,"data":844,"type":544},"p-vrr-1",{"text":845},"Eine variable Bildwiederholrate kann das Timing der Display-Aktualisierung enger an die variable Frame-Ausgabe anpassen und sichtbares Tearing oder Judder innerhalb ihres Arbeitsbereichs reduzieren.",{"id":847,"data":848,"type":544},"p-vrr-2",{"text":849},"Aber VRR macht aus einem 40-ms-Frame keinen 8-ms-Frame. Ein großer Rendering- oder CPU-Stillstand bleibt ein großer Stillstand. Display-Technologie kann die Darstellung verbessern; sie kann die Arbeit nicht beseitigen, die den Frame ursprünglich verzögert hat.",{"id":851,"data":852,"type":568},"h-pointone",{"text":853,"level":47},"Warum 0,1%-Lows verrauscht werden können",{"id":855,"data":856,"type":544},"p-pointone-1",{"text":857},"Metriken, die sich auf einen sehr kleinen Bruchteil der Frames konzentrieren, sind nützlich, um schwere Ausreißer aufzudecken, werden aber auch empfindlich gegenüber der Aufzeichnungsdauer und einmaligen Ereignissen.",{"id":859,"data":860,"type":544},"p-pointone-2",{"text":861},"Eine kurze Aufzeichnung mit einem Ladeübergang kann ein dramatisch anderes Extremwert-Ergebnis liefern als ein längerer, wiederholbarer Gameplay-Durchlauf. Das macht die Metrik nicht nutzlos; es bedeutet, dass die Testmethodik wichtig ist.",{"id":863,"data":864,"type":551},"metrics-rule",{"body":865,"title":866,"variant":867},"Durchschnittliche FPS beantworten den Durchsatz. Low-FPS- und Perzentil-Metriken beschreiben das langsame Ende. Der Frame-Zeit-Graph zeigt, \u003Cstrong>wann\u003C\u002Fstrong> die schlechten Frames aufgetreten sind. Verwende sie zusammen.","Verwende die Metrik, um eine Frage zu beantworten","success",{"id":869,"data":870,"type":568},"h-protocol",{"text":871,"level":47},"Ein praktisches Benchmark-Protokoll",{"id":873,"data":874,"type":600},"protocol-flow",{"steps":875,"title":894,"orientation":599},[876,879,882,885,888,891],{"label":877,"description":878},"Aufwärmen","Lass das Spiel, die Shader und die Assets einen einigermaßen wiederholbaren Zustand erreichen, wenn dies zu der Frage passt, die du testest.",{"label":880,"description":881},"Bedingungen festlegen","Verwende dieselbe Auflösung, dieselben Einstellungen, dasselbe Frame-Limit, denselben Ort und dieselbe Arbeitslast.",{"label":883,"description":884},"Lange genug aufzeichnen","Beurteile das langsame Ende nicht anhand einer winzigen Stichprobe, es sei denn, genau das Ereignis ist das, was du messen möchtest.",{"label":886,"description":887},"Wiederholen","Führe denselben Test mehrmals durch, um wiederholbares Verhalten von zufälligen Hintergrundereignissen zu trennen.",{"label":889,"description":890},"Verteilungen vergleichen","Betrachte durchschnittliche FPS, Slow-Frame-Metriken und die Frame-Zeit-Aufzeichnung.",{"label":892,"description":893},"Umgebung dokumentieren","Spiel-Build, Treiber, Betriebssystem, Hardware und wichtige Konfigurationsänderungen sind für spätere Vergleiche wichtig.","Messe ein Spiel, ohne dich selbst zu täuschen",{"id":896,"data":897,"type":568},"h-scorecard",{"text":898,"level":47},"Die Frame-Zeit-Stabilitäts-Scorecard",{"id":900,"data":901,"type":645},"scorecard",{"rows":902,"title":933,"layout":637,"columns":934},[903,909,915,921,927],{"id":904,"label":905,"values":906},"average","Durchschnittlicher Durchsatz",{"good":907,"warning":908},"Meets your performance target","Average hides repeated drops below the useful range",{"id":910,"label":911,"values":912},"tail","Langsames Frame-Ende",{"good":913,"warning":914},"Reasonably close to average for the workload","Large persistent gap between average and low-FPS metrics",{"id":916,"label":917,"values":918},"trace","Frame-Zeit-Aufzeichnung",{"good":919,"warning":920},"Narrow, mostly stable band","Frequent tall spikes or recurring oscillation",{"id":922,"label":923,"values":924},"repeat","Wiederholbarkeit",{"good":925,"warning":926},"Similar pattern across comparable runs","Result changes wildly between identical tests",{"id":928,"label":929,"values":930},"cause","Timing-Diagnose",{"good":931,"warning":932},"CPU\u002FGPU behavior matches the suspected constraint","Optimization is being applied without identifying the bottleneck","Worauf du achten solltest, bevor du ein Spiel als „flüssig“ bezeichnest",[935,938],{"id":936,"label":937},"good","Gesundes Signal",{"id":671,"label":939},"Warnsignal",{"id":941,"data":942,"type":568},"h-change",{"text":943,"level":47},"Was würde diese Antwort ändern?",{"id":945,"data":946,"type":544},"p-change-1",{"text":947},"Die genauen verfügbaren Metriken hängen vom Betriebssystem, der Grafik-API, der Hardware und dem Messwerkzeug ab. Zukünftige Präsentationssysteme oder Frame-Generierungs-Pipelines können ebenfalls zusätzliche Unterscheidungen zwischen gerenderten, generierten und angezeigten Frames erfordern.",{"id":949,"data":950,"type":544},"p-change-2",{"text":951},"Das Kernprinzip wird sich wahrscheinlich nicht ändern: Ein Durchschnittswert des Durchsatzes kann die Timing-Konsistenz nicht vollständig beschreiben. Solange interaktive Grafik als Abfolge von Frames geliefert wird, sind die Verteilung und das Timing dieser Frames wichtig.",{"id":953,"data":954,"type":568},"h-limit",{"text":955,"level":47},"Einschränkungen",{"id":957,"data":958,"type":544},"p-limit-1",{"text":959},"Dieser Artikel ist ein diagnostischer Rahmen, nicht die Behauptung, dass jedes Ruckeln dieselbe Ursache hat. Spiel-Engines, APIs, Betriebssysteme, Treiber und Rendering-Pipelines unterscheiden sich.",{"id":961,"data":962,"type":544},"p-limit-2",{"text":963},"Metriken für niedrige FPS sollten auch im Rahmen der Methodik des Tools interpretiert werden, das sie erzeugt hat. Vergleiche zwischen verschiedenen Tools können irreführend sein, wenn sich die statistischen Definitionen oder die Erfassungs-Pipelines unterscheiden.",{"id":965,"data":966,"type":568},"h-conclusion",{"text":967,"level":47},"Fazit",{"id":969,"data":970,"type":544},"p-conclusion-1",{"text":971},"Wenn ein Spiel hohe FPS anzeigt, sich aber trotzdem schlecht anfühlt, dann starren Sie nicht auf den Durchschnitt.",{"id":973,"data":974,"type":544},"p-conclusion-2",{"text":975},"Messen Sie die Frame-Zeiten. Untersuchen Sie den langsamen Ausläufer. Finden Sie heraus, wann die Spitzen auftreten. Vergleichen Sie CPU- und GPU-Timing. Ändern Sie dann eine Variable und wiederholen Sie dieselbe Arbeitslast. Flüssigkeit ist nicht nur, wie viele Frames Ihr System erzeugen kann. Es ist, wie konsistent diese Frames bei Ihnen ankommen.",{"id":977,"data":978,"type":568},"h-faq",{"text":979,"level":47},"FAQ",{"id":981,"data":982,"type":981},"faq",{"items":983,"title":1008},[984,988,992,996,1000,1004],{"id":985,"answer":986,"question":987},"faq1","Weil 120 FPS ein Durchschnitt sind. Wiederholte lange Frames können sichtbare Aussetzer erzeugen, selbst wenn viele schnelle Frames den Durchschnitt hoch halten.","Warum fühlen sich 120 FPS immer noch ruckelig an?",{"id":989,"answer":990,"question":991},"faq2","Die Frame-Zeit ist die Zeit, die für einen einzelnen Frame benötigt wird, üblicherweise in Millisekunden gemessen. Niedrigere und konsistentere Frame-Zeiten deuten im Allgemeinen auf eine flüssigere Darstellung hin.","Was ist die Frame-Zeit?",{"id":993,"answer":994,"question":995},"faq3","Es ist eine Metrik, die die Leistung unter den langsamsten Frames beschreiben soll. Die genaue Umsetzung kann je nach Tool unterschiedlich sein, daher sollten Ergebnisse mit derselben Benchmark-Methodik verglichen werden.","Was bedeutet 1% Low FPS?",{"id":997,"answer":998,"question":999},"faq4","Keine der beiden Metriken ist für sich ausreichend. Durchschnittliche FPS beschreiben den Durchsatz, während Low-FPS-Metriken und Frame-Zeit-Diagramme Konsistenzprobleme aufdecken.","Ist 1% Low wichtiger als durchschnittliche FPS?",{"id":1001,"answer":1002,"question":1003},"faq5","VRR kann die Darstellung variabler Frame-Lieferung verbessern, aber es kann einen langen Frame, der durch CPU-, GPU-, Streaming- oder andere Arbeitslast-Staus verursacht wird, nicht beseitigen.","Kann VRR Mikroruckeln beheben?",{"id":1005,"answer":1006,"question":1007},"faq6","Manchmal kann eine Begrenzung die Konsistenz verbessern, indem sie Systemreserven freilässt, aber dies sollte mit wiederholbaren Frame-Zeit-Aufzeichnungen getestet und nicht angenommen werden.","Sollte ich FPS begrenzen, um Ruckeln zu reduzieren?","FPS, Frame-Zeit und Ruckeln",{"id":1010,"data":1011,"type":568},"h-glossary",{"text":1012,"level":47},"Glossar",{"id":1014,"data":1015,"type":1014},"glossary",{"title":1016,"entries":1017},"Wichtige Leistungsbegriffe",[1018,1022,1025,1029,1033,1037],{"term":1019,"anchor":1020,"definition":1021},"Frame-Zeit","frame-time","Die Zeit, die mit der Erzeugung oder Darstellung eines einzelnen Frames verbunden ist, üblicherweise in Millisekunden ausgedrückt.",{"term":615,"anchor":1023,"definition":1024},"average-fps","Ein Durchsatzmittelwert, der die Anzahl der über ein gemessenes Intervall erzeugten Frames beschreibt.",{"term":1026,"anchor":1027,"definition":1028},"1% Low","one-percent-low","Eine Leistungsmetrik für langsame Frames. Die genaue Berechnung kann je nach Tool unterschiedlich sein; NVIDIA FrameView beschreibt sein 1% Low als den Durchschnitt der langsamsten 1% der Frames.",{"term":1030,"anchor":1031,"definition":1032},"Frame-Zeit-Spitze","frame-time-spike","Ein Frame, dessen Dauer wesentlich länger ist als die umgebenden Frames, oft als Aussetzer oder Ruckeln wahrgenommen.",{"term":1034,"anchor":1035,"definition":1036},"GPU Busy","gpu-busy","Eine PresentMon-Timing-Metrik, die verwendet wird, um die GPU-Ausführungszeit mit dem breiteren Frame-Intervall zu vergleichen und zur Diagnose des CPU\u002FGPU-Gleichgewichts beizutragen.",{"term":1038,"anchor":1039,"definition":1040},"Frame-Zeit-Stabilitätstest","frame-time-stability-test","Ein Figure Rocks-Workflow zur Bewertung von durchschnittlichem Durchsatz, Frame-Zeit-Verteilung, Metriken für langsame Frames und CPU\u002FGPU-Timing unter wiederholbaren Bedingungen.",{"id":1042,"data":1043,"type":568},"h-sources",{"text":1044,"level":47},"Primärquellen",{"id":1046,"data":1047,"type":1053},"src-intel-presentmon",{"link":1048,"meta":1049},"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fintel-presentmon\u002F",{"image":1050,"title":1051,"description":1052},{"url":13},"Intel — PresentMon","Offizielles Intel-Leistungsüberwachungstool mit Echtzeitdiagrammen, Perzentilen, GPU-Telemetrie, GPU Busy und Unterstützung für wichtige Grafik-APIs.","linkTool",{"id":1055,"data":1056,"type":1053},"src-nvidia-frameview",{"link":1057,"meta":1058},"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Ftechnologies\u002Fframeview\u002F",{"image":1059,"title":1060,"description":1061},{"url":13},"NVIDIA — FrameView","Offizielles NVIDIA-Tool zur Messung von Bildrate, Frame-Zeit, Leistung und Leistung pro Watt unter Verwendung von PresentMon-basierter Analytik.",{"id":1063,"data":1064,"type":1053},"src-nvidia-frameview-guide",{"link":1065,"meta":1066},"https:\u002F\u002Fimages.nvidia.com\u002Fcontent\u002Fgeforce\u002Ftechnologies\u002Fframeview\u002Fframeview-1-4-user-guide-web-version.pdf",{"image":1067,"title":1068,"description":1069},{"url":13},"NVIDIA — FrameView Benutzerhandbuch","Offizielle Dokumentation, die durchschnittliche FPS, Perzentilmetriken, 1% Low und 0,1% Low definiert und erklärt, wie Konsistenz mit Ruckeln zusammenhängt.",{"id":1071,"data":1072,"type":1053},"src-intel-optimization",{"link":1073,"meta":1074},"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Farticles\u002Fguide\u002Flp-api-developer-optimization-guide.html",{"image":1075,"title":1076,"description":1077},{"url":13},"Intel — Grafik-API-Entwickler- und Optimierungshandbuch","Offizielle Intel-Anleitung zu Präsentationsmodi, CPU-Scheduling-Überlegungen und der Verwendung von PresentMon zur Frame-Präsentationsanalyse.","2.31","Ein Spiel kann 120, 144 oder sogar 200 FPS melden und sich trotzdem ruckelig anfühlen. Dieser Leitfaden erklärt, warum durchschnittliche FPS eine schlechte Bildausgabe verschleiern können, wie Frame-Zeit und 1%-Lows Ruckler aufdecken und wie man diagnostiziert, ob die CPU, die GPU oder ein anderer Teil der Pipeline das Problem verursacht.","\u002Fuploads\u002F2026\u002F09\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained-1790374675922-u9tp75.webp","why-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained-1790374675922-u9tp75","PUBLISHED","2026-09-25T18:17:00.000Z","2026-09-25T22:17:09.114Z","2026-09-25T22:22:05.283Z",{"en":1087,"de":1088,"sr":1089,"es":1090,"fr":1091,"it":1092,"ru":1093,"zh":1094},"\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","\u002Fde\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","\u002Fsr\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","\u002Fes\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","\u002Ffr\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","\u002Fit\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","\u002Fru\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","\u002Fzh\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained",[1096,1100,1104],{"id":1097,"name":1098,"slug":1099},224,"Frametime-Analyse","frametime-analysis",{"id":1101,"name":1102,"slug":1103},49,"Frame Pacing","frame-pacing",{"id":1105,"name":1106,"slug":1107},328,"Ruckler-Typ identifizieren","identify-stutter-type",{"id":283,"login":1109,"email":1110,"displayName":1111},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1113,1514],{"lang":8,"title":1114,"content":1115,"contentJson":1116,"excerpt":1513},"Why 120 FPS Can Still Feel Bad: Frame Time, 1% Lows and Stutter Explained","{\"time\":1790374470296,\"blocks\":[{\"id\":\"intro\",\"data\":{\"text\":\"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.\"},\"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":1117,"blocks":1118,"version":1512},1790374470296,[1119,1122,1126,1130,1133,1136,1139,1142,1145,1148,1161,1164,1167,1188,1191,1194,1197,1200,1203,1207,1210,1213,1216,1219,1222,1247,1250,1253,1256,1274,1278,1281,1284,1287,1290,1293,1328,1331,1334,1337,1340,1343,1346,1349,1352,1355,1358,1362,1365,1387,1390,1414,1417,1420,1423,1426,1429,1432,1435,1438,1441,1443,1465,1468,1487,1490,1495,1500,1506],{"id":541,"data":1120,"type":544},{"text":1121},"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.",{"id":546,"data":1123,"type":551},{"body":1124,"title":1125,"variant":550},"\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",{"id":553,"data":1127,"type":551},{"body":1128,"title":1129,"variant":557},"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",{"id":559,"data":1131,"type":563},{"title":1132,"maxLevel":562,"minLevel":47},"Contents",{"id":565,"data":1134,"type":568},{"text":1135,"level":47},"FPS is an average; frame time is the rhythm",{"id":570,"data":1137,"type":544},{"text":1138},"FPS tells you how many frames are completed per second. Frame time tells you how long an individual frame takes.",{"id":574,"data":1140,"type":544},{"text":1141},"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":578,"data":1143,"type":544},{"text":1144},"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":582,"data":1146,"type":568},{"text":1147,"level":47},"The Smoothness Triangle",{"id":586,"data":1149,"type":600},{"steps":1150,"title":1160,"orientation":599},[1151,1154,1157],{"label":1152,"description":1153},"1. Throughput","Average FPS: how many frames the system produces over time.",{"label":1155,"description":1156},"2. Consistency","Frame-time distribution: whether frames arrive with a stable cadence or contain long outliers.",{"label":1158,"description":1159},"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",{"id":602,"data":1162,"type":544},{"text":1163},"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":606,"data":1165,"type":568},{"text":1166,"level":47},"Why average FPS hides stutter",{"id":610,"data":1168,"type":645},{"rows":1169,"title":1182,"layout":637,"columns":1183},[1170,1173,1176,1179],{"id":614,"label":1171,"values":1172},"Average FPS",{"stable":617,"unstable":617},{"id":619,"label":1174,"values":1175},"Most frame times",{"stable":622,"unstable":623},{"id":625,"label":1177,"values":1178},"Slow frames",{"stable":628,"unstable":629},{"id":631,"label":1180,"values":1181},"Player experience",{"stable":634,"unstable":635},"Two sessions can have the same average FPS and feel different",[1184,1186],{"id":640,"label":1185},"Stable session",{"id":643,"label":1187},"Unstable session",{"id":647,"data":1189,"type":544},{"text":1190},"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":651,"data":1192,"type":568},{"text":1193,"level":47},"What 1% lows are trying to show",{"id":655,"data":1195,"type":544},{"text":1196},"Low-FPS and percentile metrics exist because average FPS alone cannot describe the slow end of the frame distribution.",{"id":659,"data":1198,"type":544},{"text":1199},"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":663,"data":1201,"type":544},{"text":1202},"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":667,"data":1204,"type":551},{"body":1205,"title":1206,"variant":671},"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",{"id":673,"data":1208,"type":568},{"text":1209,"level":47},"Frame-time graphs are often more useful than one summary number",{"id":677,"data":1211,"type":544},{"text":1212},"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":681,"data":1214,"type":544},{"text":1215},"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":685,"data":1217,"type":544},{"text":1218},"NVIDIA FrameView likewise measures frame rate and frame time and can write detailed capture data to logs for later analysis.",{"id":689,"data":1220,"type":568},{"text":1221,"level":47},"The Frame-Time Stability Test",{"id":693,"data":1223,"type":600},{"steps":1224,"title":1246,"orientation":599},[1225,1228,1231,1234,1237,1240,1243],{"label":1226,"description":1227},"1. Capture a repeatable scene","Use the same route, benchmark, save point or gameplay sequence so different runs are comparable.",{"label":1229,"description":1230},"2. Record average FPS","Treat it as throughput, not as the final smoothness verdict.",{"label":1232,"description":1233},"3. Inspect frame-time consistency","Look for isolated spikes, repeating spikes, wide variance or long slow-frame clusters.",{"label":1235,"description":1236},"4. Check low-FPS or percentile metrics","Large gaps between average and slow-frame metrics are a warning that delivery is inconsistent.",{"label":1238,"description":1239},"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":1241,"description":1242},"6. Change one variable at a time","Test frame cap, graphics setting, background process, shader state, storage path or driver\u002Fgame setting independently.",{"label":1244,"description":1245},"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":719,"data":1248,"type":568},{"text":1249,"level":47},"CPU bottleneck and GPU bottleneck do not look identical",{"id":723,"data":1251,"type":544},{"text":1252},"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":727,"data":1254,"type":544},{"text":1255},"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":731,"data":1257,"type":645},{"rows":1258,"title":1268,"layout":637,"columns":1269},[1259,1262,1265],{"id":735,"label":1260,"values":1261},"GPU-bound",{"meaning":738,"pattern":739},{"id":741,"label":1263,"values":1264},"CPU \u002F pipeline constrained",{"meaning":744,"pattern":745},{"id":747,"label":1266,"values":1267},"Intermittent event",{"meaning":750,"pattern":751},"Simplified timing patterns",[1270,1272],{"id":755,"label":1271},"Typical timing pattern",{"id":758,"label":1273},"What it can suggest",{"id":761,"data":1275,"type":551},{"body":1276,"title":1277,"variant":557},"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":766,"data":1279,"type":568},{"text":1280,"level":47},"Why a frame cap can sometimes feel smoother than maximum FPS",{"id":770,"data":1282,"type":544},{"text":1283},"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":774,"data":1285,"type":544},{"text":1286},"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":778,"data":1288,"type":544},{"text":1289},"A lower average with substantially tighter frame delivery can feel better than a higher average punctuated by frequent spikes.",{"id":782,"data":1291,"type":568},{"text":1292,"level":47},"Common causes of high-FPS stutter",{"id":786,"data":1294,"type":637},{"content":1295,"stretched":821,"withHeadings":15},[1296,1300,1304,1308,1312,1316,1320,1324],[1297,1298,1299],"Cause class","What you may see","What to test",[1301,1302,1303],"Shader or pipeline compilation","Spikes tied to first-time effects, locations or actions","Repeat the same sequence and compare later passes",[1305,1306,1307],"Asset \u002F world streaming","Spikes when entering areas or loading new content","Storage, texture settings, world-streaming behavior",[1309,1310,1311],"CPU scheduling \u002F background work","Irregular spikes unrelated to GPU load","Background processes, overlays, recording, CPU saturation",[1313,1314,1315],"GPU saturation","Consistently high GPU execution time","Lower expensive graphics settings or test a frame cap",[1317,1318,1319],"Memory pressure","Increasing hitching under heavy VRAM\u002FRAM use","Texture level, resolution, background applications, working-set behavior",[1321,1322,1323],"Presentation \u002F synchronization","Cadence problems around refresh or presentation modes","V-Sync, VRR, frame cap and display-mode combinations",[1325,1326,1327],"Driver or game regression","Problem appears after a specific update","Compare versions or official known-issue notes where practical",{"id":823,"data":1329,"type":568},{"text":1330,"level":47},"Shader compilation is a special case",{"id":827,"data":1332,"type":544},{"text":1333},"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":831,"data":1335,"type":544},{"text":1336},"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":835,"data":1338,"type":544},{"text":1339},"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":839,"data":1341,"type":568},{"text":1342,"level":47},"VRR does not repair bad frame times",{"id":843,"data":1344,"type":544},{"text":1345},"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":847,"data":1347,"type":544},{"text":1348},"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":851,"data":1350,"type":568},{"text":1351,"level":47},"Why 0.1% lows can become noisy",{"id":855,"data":1353,"type":544},{"text":1354},"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":859,"data":1356,"type":544},{"text":1357},"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":863,"data":1359,"type":551},{"body":1360,"title":1361,"variant":867},"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",{"id":869,"data":1363,"type":568},{"text":1364,"level":47},"A practical benchmark protocol",{"id":873,"data":1366,"type":600},{"steps":1367,"title":1386,"orientation":599},[1368,1371,1374,1377,1380,1383],{"label":1369,"description":1370},"Warm up","Let the game, shaders and assets reach a reasonably repeatable state when that matches the question you are testing.",{"label":1372,"description":1373},"Fix the conditions","Use the same resolution, settings, frame cap, location and workload.",{"label":1375,"description":1376},"Capture long enough","Avoid judging the slow tail from a tiny sample unless the event itself is what you want to measure.",{"label":1378,"description":1379},"Repeat","Run the same test multiple times to separate repeatable behavior from random background events.",{"label":1381,"description":1382},"Compare distributions","Look at average FPS, slow-frame metrics and the frame-time trace.",{"label":1384,"description":1385},"Record the environment","Game build, driver, operating system, hardware and major configuration changes matter for later comparisons.","Measure a game without fooling yourself",{"id":896,"data":1388,"type":568},{"text":1389,"level":47},"The Frame-Time Stability Scorecard",{"id":900,"data":1391,"type":645},{"rows":1392,"title":1408,"layout":637,"columns":1409},[1393,1396,1399,1402,1405],{"id":904,"label":1394,"values":1395},"Average throughput",{"good":907,"warning":908},{"id":910,"label":1397,"values":1398},"Slow-frame tail",{"good":913,"warning":914},{"id":916,"label":1400,"values":1401},"Frame-time trace",{"good":919,"warning":920},{"id":922,"label":1403,"values":1404},"Repeatability",{"good":925,"warning":926},{"id":928,"label":1406,"values":1407},"Timing diagnosis",{"good":931,"warning":932},"What to look for before calling a game “smooth”",[1410,1412],{"id":936,"label":1411},"Healthy signal",{"id":671,"label":1413},"Warning signal",{"id":941,"data":1415,"type":568},{"text":1416,"level":47},"What would change this answer?",{"id":945,"data":1418,"type":544},{"text":1419},"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":949,"data":1421,"type":544},{"text":1422},"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":953,"data":1424,"type":568},{"text":1425,"level":47},"Limitations",{"id":957,"data":1427,"type":544},{"text":1428},"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":961,"data":1430,"type":544},{"text":1431},"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":965,"data":1433,"type":568},{"text":1434,"level":47},"Conclusion",{"id":969,"data":1436,"type":544},{"text":1437},"If a game shows high FPS but still feels bad, stop staring at the average.",{"id":973,"data":1439,"type":544},{"text":1440},"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":977,"data":1442,"type":568},{"text":979,"level":47},{"id":981,"data":1444,"type":981},{"items":1445,"title":1464},[1446,1449,1452,1455,1458,1461],{"id":985,"answer":1447,"question":1448},"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":989,"answer":1450,"question":1451},"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":993,"answer":1453,"question":1454},"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":997,"answer":1456,"question":1457},"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":1001,"answer":1459,"question":1460},"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":1005,"answer":1462,"question":1463},"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":1010,"data":1466,"type":568},{"text":1467,"level":47},"Glossary",{"id":1014,"data":1469,"type":1014},{"title":1470,"entries":1471},"Key performance terms",[1472,1475,1477,1479,1482,1484],{"term":1473,"anchor":1020,"definition":1474},"Frame time","The time associated with producing or presenting an individual frame, usually expressed in milliseconds.",{"term":1171,"anchor":1023,"definition":1476},"A throughput average describing the number of frames produced over a measured interval.",{"term":1026,"anchor":1027,"definition":1478},"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":1480,"anchor":1031,"definition":1481},"Frame-time spike","A frame whose duration is substantially longer than surrounding frames, often perceived as a hitch or stutter.",{"term":1034,"anchor":1035,"definition":1483},"A PresentMon timing metric used to compare GPU execution time with the broader frame interval and help diagnose CPU\u002FGPU balance.",{"term":1485,"anchor":1039,"definition":1486},"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":1042,"data":1488,"type":568},{"text":1489,"level":47},"Primary sources",{"id":1046,"data":1491,"type":1053},{"link":1048,"meta":1492},{"image":1493,"title":1051,"description":1494},{"url":13},"Official Intel performance-monitoring tool with real-time graphs, percentiles, GPU telemetry, GPU Busy and support for major graphics APIs.",{"id":1055,"data":1496,"type":1053},{"link":1057,"meta":1497},{"image":1498,"title":1060,"description":1499},{"url":13},"Official NVIDIA tool for measuring frame rate, frame time, power and performance-per-watt, using PresentMon-based analytics.",{"id":1063,"data":1501,"type":1053},{"link":1065,"meta":1502},{"image":1503,"title":1504,"description":1505},{"url":13},"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":1071,"data":1507,"type":1053},{"link":1073,"meta":1508},{"image":1509,"title":1510,"description":1511},{"url":13},"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 problem.",{"lang":7,"title":534,"content":536,"contentJson":1515,"excerpt":1079},{"time":538,"blocks":1516,"version":1078},[1517,1519,1521,1523,1525,1527,1529,1531,1533,1535,1541,1543,1545,1559,1561,1563,1565,1567,1569,1571,1573,1575,1577,1579,1581,1591,1593,1595,1597,1609,1611,1613,1615,1617,1619,1621,1632,1634,1636,1638,1640,1642,1644,1646,1648,1650,1652,1654,1656,1665,1667,1683,1685,1687,1689,1691,1693,1695,1697,1699,1701,1703,1712,1714,1723,1725,1729,1733,1737],{"id":541,"data":1518,"type":544},{"text":543},{"id":546,"data":1520,"type":551},{"body":548,"title":549,"variant":550},{"id":553,"data":1522,"type":551},{"body":555,"title":556,"variant":557},{"id":559,"data":1524,"type":563},{"title":561,"maxLevel":562,"minLevel":47},{"id":565,"data":1526,"type":568},{"text":567,"level":47},{"id":570,"data":1528,"type":544},{"text":572},{"id":574,"data":1530,"type":544},{"text":576},{"id":578,"data":1532,"type":544},{"text":580},{"id":582,"data":1534,"type":568},{"text":584,"level":47},{"id":586,"data":1536,"type":600},{"steps":1537,"title":598,"orientation":599},[1538,1539,1540],{"label":590,"description":591},{"label":593,"description":594},{"label":596,"description":597},{"id":602,"data":1542,"type":544},{"text":604},{"id":606,"data":1544,"type":568},{"text":608,"level":47},{"id":610,"data":1546,"type":645},{"rows":1547,"title":636,"layout":637,"columns":1556},[1548,1550,1552,1554],{"id":614,"label":615,"values":1549},{"stable":617,"unstable":617},{"id":619,"label":620,"values":1551},{"stable":622,"unstable":623},{"id":625,"label":626,"values":1553},{"stable":628,"unstable":629},{"id":631,"label":632,"values":1555},{"stable":634,"unstable":635},[1557,1558],{"id":640,"label":641},{"id":643,"label":644},{"id":647,"data":1560,"type":544},{"text":649},{"id":651,"data":1562,"type":568},{"text":653,"level":47},{"id":655,"data":1564,"type":544},{"text":657},{"id":659,"data":1566,"type":544},{"text":661},{"id":663,"data":1568,"type":544},{"text":665},{"id":667,"data":1570,"type":551},{"body":669,"title":670,"variant":671},{"id":673,"data":1572,"type":568},{"text":675,"level":47},{"id":677,"data":1574,"type":544},{"text":679},{"id":681,"data":1576,"type":544},{"text":683},{"id":685,"data":1578,"type":544},{"text":687},{"id":689,"data":1580,"type":568},{"text":691,"level":47},{"id":693,"data":1582,"type":600},{"steps":1583,"title":717,"orientation":599},[1584,1585,1586,1587,1588,1589,1590],{"label":697,"description":698},{"label":700,"description":701},{"label":703,"description":704},{"label":706,"description":707},{"label":709,"description":710},{"label":712,"description":713},{"label":715,"description":716},{"id":719,"data":1592,"type":568},{"text":721,"level":47},{"id":723,"data":1594,"type":544},{"text":725},{"id":727,"data":1596,"type":544},{"text":729},{"id":731,"data":1598,"type":645},{"rows":1599,"title":752,"layout":637,"columns":1606},[1600,1602,1604],{"id":735,"label":736,"values":1601},{"meaning":738,"pattern":739},{"id":741,"label":742,"values":1603},{"meaning":744,"pattern":745},{"id":747,"label":748,"values":1605},{"meaning":750,"pattern":751},[1607,1608],{"id":755,"label":756},{"id":758,"label":759},{"id":761,"data":1610,"type":551},{"body":763,"title":764,"variant":557},{"id":766,"data":1612,"type":568},{"text":768,"level":47},{"id":770,"data":1614,"type":544},{"text":772},{"id":774,"data":1616,"type":544},{"text":776},{"id":778,"data":1618,"type":544},{"text":780},{"id":782,"data":1620,"type":568},{"text":784,"level":47},{"id":786,"data":1622,"type":637},{"content":1623,"stretched":821,"withHeadings":15},[1624,1625,1626,1627,1628,1629,1630,1631],[790,791,792],[794,795,796],[798,799,800],[802,803,804],[806,807,808],[810,811,812],[814,815,816],[818,819,820],{"id":823,"data":1633,"type":568},{"text":825,"level":47},{"id":827,"data":1635,"type":544},{"text":829},{"id":831,"data":1637,"type":544},{"text":833},{"id":835,"data":1639,"type":544},{"text":837},{"id":839,"data":1641,"type":568},{"text":841,"level":47},{"id":843,"data":1643,"type":544},{"text":845},{"id":847,"data":1645,"type":544},{"text":849},{"id":851,"data":1647,"type":568},{"text":853,"level":47},{"id":855,"data":1649,"type":544},{"text":857},{"id":859,"data":1651,"type":544},{"text":861},{"id":863,"data":1653,"type":551},{"body":865,"title":866,"variant":867},{"id":869,"data":1655,"type":568},{"text":871,"level":47},{"id":873,"data":1657,"type":600},{"steps":1658,"title":894,"orientation":599},[1659,1660,1661,1662,1663,1664],{"label":877,"description":878},{"label":880,"description":881},{"label":883,"description":884},{"label":886,"description":887},{"label":889,"description":890},{"label":892,"description":893},{"id":896,"data":1666,"type":568},{"text":898,"level":47},{"id":900,"data":1668,"type":645},{"rows":1669,"title":933,"layout":637,"columns":1680},[1670,1672,1674,1676,1678],{"id":904,"label":905,"values":1671},{"good":907,"warning":908},{"id":910,"label":911,"values":1673},{"good":913,"warning":914},{"id":916,"label":917,"values":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erfolgreich abgerufen",{"items":1743,"source":1807,"manualIds":1808,"manualMatchedIds":1809},[1744,1751,1757,1763,1769,1776,1783,1788,1793,1798,1802],{"id":1745,"slug":1746,"title":1747,"excerpt":1748,"featuredImage":1749,"publishedAt":1750},"442","dlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","DLSS 4.5 6X: Warum 300 FPS nicht bedeuten, dass das Spiel 300 Bilder rendert","DLSS 4.5 kann auf unterstützten RTX 50 Series GPUs bis zu fünf zusätzliche Frames für jedes traditionell gerenderte Frame generieren. Diese Anleitung erklärt den Unterschied zwischen gerenderten FPS und angezeigten FPS, warum CPU-Engpässe auf der Präsentationsebene umgangen werden können und warum die Latenz dennoch separat gemessen werden muss.","\u002Fuploads\u002F2026\u002F09\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames-1790376124236-e2j567.webp","2026-09-25T18:40:00.000Z",{"id":1752,"slug":1753,"title":1754,"excerpt":1755,"featuredImage":14,"publishedAt":1756},"120","frame-pacing-why-smoothness-is-about-frametime-not-fps","Frame Pacing: Warum Flüssigkeit eine Frage der Frametime ist, nicht der FPS","Hohe FPS können sich trotzdem schlecht anfühlen, wenn das Timing ungleichmäßig ist. Erfahre, was Frame Pacing ist, was es beeinträchtigt und die Reihenfolge der Fehlerbehebung, die ein flüssiges Spielgefühl wiederherstellt.","2026-02-19T11:00:00.000Z",{"id":1758,"slug":1759,"title":1760,"excerpt":1761,"featuredImage":14,"publishedAt":1762},"208","frame-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups","Frame-Cap-Rezepte: Stabile Zielwerte für VRR- und Nicht-VRR-Setups","Ein guter Cap fühlt sich besser an als instabile Spitzen. Nutze diese einfachen Cap-Rezepte, um das Frame-Pacing für VRR- und Nicht-VRR-Displays zu stabilisieren.","2026-02-21T05:20:00.000Z",{"id":1764,"slug":1765,"title":1766,"excerpt":1767,"featuredImage":14,"publishedAt":1768},"237","shader-stutter-why-first-runs-hitch-and-how-to-reduce-it","Shader-Ruckler: Warum erste Durchläufe haken und wie man sie reduziert","Shader-Ruckler treten auf, wenn neue Effekte in Echtzeit kompiliert werden. Erfahre, wie du sie schnell identifizierst und welche praktischen Wege es gibt, Ruckler ohne Placebo-Tweaks zu reduzieren.","2026-02-20T23:40:00.000Z",{"id":1770,"slug":1771,"title":1772,"excerpt":1773,"featuredImage":1774,"publishedAt":1775},"450","why-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","Warum PC-Spiele beim Kompilieren von Shadern ruckeln – und wie Advanced Shader Delivery das ändert","Shader-Stottern tritt auf, wenn ein PC-Spiel GPU-Programme zum falschen Zeitpunkt kompilieren muss. Microsoft Advanced Shader Delivery verlagert einen Großteil dieser Arbeit vom PC des Spielers weg, indem hardwarespezifische Shader im Voraus vorbereitet und mit dem Spiel ausgeliefert werden.","\u002Fuploads\u002F2026\u002F09\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it-1790406602956-ewtgf3.webp","2026-09-26T01:08:00.000Z",{"id":1777,"slug":1778,"title":1779,"excerpt":1780,"featuredImage":1781,"publishedAt":1782},"441","vram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","VRAM-Nutzung ist nicht VRAM-Anforderung: Warum eine vollständige Speicheranzeige nicht die ganze Geschichte erzählt","Wenn 7,8 GB auf einer 8-GB-Grafikkarte belegt sind, kann das wie ein Beweis dafür aussehen, dass einem Spiel der VRAM ausgegangen ist. So einfach ist es nicht. Dieser Leitfaden erklärt VRAM-Kapazität, Residenzbudgets, Working Sets, Shared Memory und wie man feststellt, ob Speicherdruck tatsächlich Ruckeln verursacht.","\u002Fuploads\u002F2026\u002F09\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story-1790375650647-k854hg.webp","2026-09-25T18:33:00.000Z",{"id":1784,"slug":1785,"title":1786,"excerpt":1787,"featuredImage":14,"publishedAt":1756},"100","frame-pacing-why-120-fps-can-still-feel-bad","Frame Pacing: Warum sich 120 FPS trotzdem schlecht anfühlen können","Flüssigkeit ist Timing, keine Zahl. Erfahre, was Frame Pacing ist, warum sich schlechte Frametimes selbst bei hohen FPS ruckelig anfühlen und die praktische Reihenfolge zur Behebung.",{"id":1789,"slug":1790,"title":1791,"excerpt":1792,"featuredImage":14,"publishedAt":1756},"80","cpu-stutter-vs-gpu-stutter-vs-shader-stutter-how-to-tell-what-you-have","CPU-Ruckler vs. GPU-Ruckler vs. Shader-Ruckler: Wie man erkennt, was man hat","Nicht jedes Ruckeln ist gleich. Lerne die drei gängigen Ruckler-Typen kennen, wie sie sich anfühlen und den schnellsten Weg zur Diagnose, bevor du Einstellungen änderst.",{"id":1794,"slug":1795,"title":1796,"excerpt":1797,"featuredImage":14,"publishedAt":1756},"85","frame-pacing-why-60-fps-can-feel-worse-than-50-consistency-wins","Frame Pacing: Warum sich 60 FPS schlechter anfühlen können als 50 (Konsistenz gewinnt)","Flüssigkeit ist nicht nur FPS. Es ist Frame Pacing. Erfahre, warum konsistente Frametimes sich besser anfühlen als höhere, aber instabile FPS und wie man das Timing stabilisiert.",{"id":359,"slug":1799,"title":1800,"excerpt":1801,"featuredImage":14,"publishedAt":1756},"smoothness-frame-pacing-matters-more-than-fps","Flüssigkeit: Frame Pacing ist wichtiger als FPS","Flüssigkeit bedeutet gleichmäßiges Timing, nicht nur höhere Zahlen. Hier erfährst du, wie du in Frametimes denkst und das Gefühl von ‘Mikrorucklern’ eliminierst.",{"id":1803,"slug":1804,"title":1805,"excerpt":1806,"featuredImage":14,"publishedAt":1756},"69","frame-pacing-why-120-fps-can-feel-worse-than-60-smoothness-explained","Frame Pacing: Warum sich 120 FPS schlechter anfühlen können als 60 (Flüssigkeit erklärt)","Flüssigkeit bedeutet gleichmäßiges Timing, nicht maximale FPS. Erfahre, was Frame Pacing ist, wie Frametimes Ruckeln verursachen und die praktische Basis, die das Spielgefühl verbessert.","fallback",[],[]]