[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"portal-settings:figure:es":3,"public-menus:all":45,"post:fix-stutter-how-to-restore-stable-frame-delivery-in-games:es":531,"related:post:fix-stutter-how-to-restore-stable-frame-delivery-in-games:es:1":835},{"statusCode":4,"data":5,"message":44},200,{"tenantId":6,"lang":7,"defaultLang":8,"siteUrl":9,"contactEmail":10,"brandName":11,"logoUrl":12,"siteName":11,"siteDescription":13,"ogImage":14,"robotsIndex":15,"socialLinks":14,"reservedSlugs":14,"seoPolicy":16},"figure","es","en","https:\u002F\u002Ffigure.rocks","info@stajic.de","Figure Rocks","\u002Ffavicon-32x32.png","",null,true,{"branding":17,"relatedContent":18,"crossDomainLinks":19},{"logoUrl":12},{"enabled":15},[20,23,26,29,32,35,38,41],{"url":21,"label":22,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Floving.rocks","loving.rocks",{"url":24,"label":25,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fstajic.de","stajic.de",{"url":27,"label":28,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fbazify.com","bazify.com",{"url":30,"label":31,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fbazify.de","bazify.de",{"url":33,"label":34,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002F2mesta.com","2mesta.com",{"url":36,"label":37,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002F2mesta.de","2mesta.de",{"url":39,"label":40,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fbazify.at","bazify.at",{"url":42,"label":43,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fweb-hoch3.de","web-hoch3.de","Portal settings resolved",[46],{"id":47,"name":48,"location":49,"isActive":15,"isDefault":15,"items":50},2,"Main Menu","sidebar",[51,65,189,282,358,424],{"id":52,"title":53,"url":61,"target":62,"icon":63,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":64},"1",{"de":54,"en":55,"es":56,"fr":57,"it":55,"ru":58,"sr":59,"zh":60},"Startseite","Home","Inicio","Accueil","Главная","Početna","首页","\u002F","_self","i-lucide-home",[],{"id":66,"title":67,"url":76,"target":62,"icon":77,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":78},"3",{"de":68,"en":69,"es":70,"fr":71,"it":72,"ru":73,"sr":74,"zh":75},"Spiele","Games","Juegos","Jeux","Giochi","Игры","Igre","游戏","\u002Fgames","i-lucide-gamepad-2",[79,92,107,121,135,148,162,176],{"id":80,"title":81,"url":76,"target":62,"icon":90,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":91},"3-1",{"de":82,"en":83,"es":84,"fr":85,"it":86,"ru":87,"sr":88,"zh":89},"Spiele-Hub","Games Hub","Centro de juegos","Hub de jeux","Hub Giochi","Игровой центр","Centar za igre","游戏中心","i-lucide-layout-grid",[],{"id":93,"title":94,"url":103,"target":62,"icon":104,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":106},"1-1",{"de":95,"en":96,"es":97,"fr":98,"it":99,"ru":100,"sr":101,"zh":102},"Neu & Angesagt","New & Trending","Novedades & Tendencias","Nouveautés & Tendances","Novità & Tendenze","Новинки & тренды","Novo & Popularno","新品 & 热门","\u002Fnews\u002Fgaming-news","i-lucide-sparkles","custom",[],{"id":108,"title":109,"url":118,"target":62,"icon":119,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":120},"1-2",{"de":110,"en":111,"es":112,"fr":113,"it":114,"ru":115,"sr":116,"zh":117},"Angebote","Deals","Ofertas","Offres","Offerte","Акции","Ponude","优惠","\u002Fdeals","i-lucide-badge-percent",[],{"id":122,"title":123,"url":132,"target":62,"icon":133,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":134},"1-3",{"de":124,"en":125,"es":126,"fr":127,"it":128,"ru":129,"sr":130,"zh":131},"Release-Kalender","Release Calendar","Calendario de lanzamientos","Calendrier des sorties","Calendario delle uscite","Календарь релизов","Kalendar izdanja","发布日历","\u002Freleases","i-lucide-calendar-days",[],{"id":136,"title":137,"url":145,"target":62,"icon":146,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":147},"3-2",{"de":138,"en":139,"es":140,"fr":141,"it":142,"sr":143,"zh":144},"amiibo-kompatible Spiele","amiibo-Compatible Games","Juegos compatibles con Amiibo","Jeux compatibles Amiibo","Giochi compatibili con amiibo","Amiibo kompatibilne igre","Amiibo 兼容游戏","\u002Freference\u002Fcompatibility","i-lucide-check-circle-2",[],{"id":149,"title":150,"url":159,"target":62,"icon":160,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":161},"3-3",{"de":151,"en":152,"es":153,"fr":154,"it":155,"ru":156,"sr":157,"zh":158},"Wie amiibo funktionieren","How amiibo work","Cómo funcionan los Amiibo","Comment fonctionnent les Amiibo","Come funzionano gli Amiibo","Как работают Amiibo","Kako Amiibo rade","Amiibo 如何运作","\u002Fgames\u002Fhow-amiibo-unlocks-work","i-lucide-puzzle",[],{"id":163,"title":164,"url":173,"target":62,"icon":174,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":175},"3-4",{"de":165,"en":166,"es":167,"fr":168,"it":169,"ru":170,"sr":171,"zh":172},"Beste Amiibo pro Spiel","Best amiibo per Game","Mejores Amiibo por juego","Meilleurs Amiibo par jeu","Migliori Amiibo per gioco","Лучшие Amiibo по играм","Najbolji Amiibo po igri","各游戏最佳 Amiibo","\u002Fgames\u002Fbest-amiibo-per-game","i-lucide-award",[],{"id":177,"title":178,"url":186,"target":62,"icon":187,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":188},"3-5",{"de":179,"en":180,"es":181,"fr":182,"it":183,"ru":184,"sr":185},"Freischaltbares & Belohnungen","Unlockables & Rewards","Desbloqueables & Recompensas","Déblocables & Récompenses","Sbloccabili & Ricompense","Разблокировки & награды","Otključavanja & nagrade","\u002Fgames\u002Funlocks-and-benefits","i-lucide-gift",[],{"id":190,"title":191,"url":199,"target":62,"icon":200,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":201},"4",{"de":192,"en":193,"es":194,"it":195,"ru":196,"sr":197,"zh":198},"Sammeln","Collecting","Coleccionismo","Collezionismo","Коллекционирование","Kolekcionarstvo","收藏","\u002Fcollecting","i-lucide-gem",[202,213,227,240,254,268],{"id":203,"title":204,"url":211,"target":62,"icon":90,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":212},"4-1",{"de":205,"en":206,"fr":207,"it":208,"ru":209,"zh":210},"Sammel-Hub","Collecting Hub","Hub de collecte","Hub di raccolta","Центр сбора","收藏中心","\u002Famiibo\u002Fcollecting",[],{"id":214,"title":215,"url":224,"target":62,"icon":225,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":226},"4-2",{"de":216,"en":217,"es":218,"fr":219,"it":220,"ru":221,"sr":222,"zh":223},"Kaufberatung","Buying Guide","Guía de compra","Guide d'achat","Guida all'acquisto","Гид покупателя","Vodič za kupovinu","购买指南","\u002Famiibo-library\u002Famiibo-buying-smart","i-lucide-shopping-bag",[],{"id":228,"title":229,"url":237,"target":62,"icon":238,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":239},"4-3",{"de":230,"en":230,"es":231,"fr":232,"it":233,"ru":234,"sr":235,"zh":236},"Fake vs Real","Falso vs. Real","Faux vs Vrai","Falso vs Vero","Фейк vs Оригинал","Lažno vs Pravo","真假对比","\u002Famiibo-library\u002Famiibo-buying-smart\u002Favoid-fake-listings","i-lucide-scan",[],{"id":241,"title":242,"url":251,"target":62,"icon":252,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":253},"4-4",{"de":243,"en":244,"es":245,"fr":246,"it":247,"ru":248,"sr":249,"zh":250},"Aufbewahrung & Präsentation","Storage & Display","Almacenamiento & exhibición","Rangement & Présentation","Contenitori & Esposizione","Хранение & витрины","Odlaganje & izlaganje","存储 & 展示","\u002Famiibo-library\u002Famiibo-care-and-storage","i-lucide-box",[],{"id":255,"title":256,"url":265,"target":62,"icon":266,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":267},"4-5",{"de":257,"en":258,"es":259,"fr":260,"it":261,"ru":262,"sr":263,"zh":264},"Preisübersicht","Price Guide","Guía de precios","Guide des prix","Guida ai prezzi","Гид по ценам","Cenovnik","价格指南","\u002Fcollections\u002Fprice-guide","i-lucide-bar-chart-3",[],{"id":269,"title":270,"url":279,"target":62,"icon":280,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":281},"4-6",{"de":271,"en":272,"es":273,"fr":274,"it":275,"ru":276,"sr":277,"zh":278},"Raritäten","Rare Finds","Hallazgos únicos","Trouvailles rares","Pezzi rari","Редкие находки","Retki nalazi","稀有发现","\u002Fcollections\u002Frare-and-notable","i-lucide-trophy",[],{"id":283,"title":284,"url":292,"target":62,"icon":293,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":294},"5",{"de":285,"en":286,"es":287,"fr":286,"it":288,"ru":289,"sr":290,"zh":291},"Technik","Tech","Tecnología","Tecnologia","Технологии","Tehnologija","科技","\u002Ftech","i-lucide-cpu",[295,306,318,331,344],{"id":296,"title":297,"url":292,"target":62,"icon":90,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":305},"5-1",{"de":298,"en":298,"es":299,"fr":300,"it":301,"ru":302,"sr":303,"zh":304},"Tech Hub","Centro tecnológico","Hub Tech","Hub Tecnologico","Технохаб","Tehnološki centar","科技中心",[],{"id":307,"title":308,"url":315,"target":62,"icon":316,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":317},"5-2",{"de":309,"en":310,"fr":311,"it":312,"ru":313,"zh":314},"Audio- & Mikrofonqualität","Audio & Mic Quality","Qualité audio & micro","Qualità audio & mic","Качество звука & микрофона","音频 & 麦克风质量","\u002Fgear\u002Faudio","i-lucide-mic",[],{"id":319,"title":320,"url":328,"target":62,"icon":329,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":330},"5-3",{"de":321,"en":322,"es":323,"fr":324,"it":325,"sr":326,"zh":327},"Controller & Zubehör","Controllers & Accessories","Mandos & accesorios","Manettes & accessoires","Controller & Accessori","Kontroleri & dodatna oprema","控制器 & 配件","\u002Fgear\u002Fcontrols","i-lucide-joystick",[],{"id":332,"title":333,"url":341,"target":62,"icon":342,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":343},"5-4",{"de":334,"en":335,"es":336,"fr":337,"it":338,"ru":339,"sr":340},"Displays & Aufnahme","Displays & Capture","Pantallas & Captura","Écrans & Capture","Display & Acquisizione","Дисплеи & Захват","Ekrani & snimanje","\u002Fgear\u002Fdisplays","i-lucide-monitor",[],{"id":345,"title":346,"url":355,"target":62,"icon":356,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":357},"5-5",{"de":347,"en":348,"es":349,"fr":350,"it":351,"ru":352,"sr":353,"zh":354},"Netzwerkstabilität","Network Stability","Estabilidad de la red","Stabilité du réseau","Stabilità della rete","Стабильность сети","Stabilnost mreže","网络稳定性","\u002Fplaybooks\u002Fnetwork-stability","i-lucide-wifi",[],{"id":359,"title":360,"url":368,"target":62,"icon":369,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":370},"6",{"de":361,"en":361,"es":362,"fr":363,"it":364,"ru":365,"sr":366,"zh":367},"Shop","Tienda","Boutique","Negozio","Магазин","Prodavnica","商店","\u002Fshop","i-lucide-shopping-cart",[371,383,391,399,412],{"id":372,"title":373,"url":368,"target":62,"icon":381,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":382},"6-1",{"de":374,"en":375,"es":376,"fr":377,"ru":378,"sr":379,"zh":380},"Shop-Hub","Shop Hub","Centro de compras","Espace Boutique","Центр магазина","Centar za kupovinu","购物中心","i-lucide-store",[],{"id":384,"title":385,"url":388,"target":62,"icon":389,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":390},"6-2",{"de":386,"en":386,"es":387,"fr":387,"it":387,"sr":387,"zh":387},"amiibo","Amiibo","\u002Famiibo-shop","i-lucide-scan-line",[],{"id":392,"title":393,"url":396,"target":62,"icon":397,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":398},"6-3",{"de":394,"en":394,"es":394,"fr":394,"it":394,"ru":394,"sr":394,"zh":395},"LEGO","乐高","\u002Flego-shop","i-lucide-blocks",[],{"id":400,"title":401,"url":409,"target":62,"icon":410,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":411},"6-4",{"de":402,"en":403,"es":404,"fr":405,"it":406,"sr":407,"zh":408},"Figuren & Sammlerstücke","Figures & Collectibles","Figuras & Coleccionables","Figurines & Objets de collection","Figure & Collezionismo","Figure & kolekcionarstvo","手办 & 收藏品","\u002Fshop\u002Ffigures","i-lucide-package",[],{"id":413,"title":414,"url":421,"target":62,"icon":422,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":423},"6-5",{"de":415,"en":415,"fr":416,"it":417,"ru":418,"sr":419,"zh":420},"Gaming Gear","Équipement gaming","Accessori gaming","Игровое снаряжение","Gejming oprema","游戏装备","\u002Fgaming-gear-shop","i-lucide-headphones",[],{"id":425,"title":426,"url":427,"target":62,"icon":389,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":428},"2",{"de":386,"en":386,"es":386,"fr":386,"it":386,"ru":386,"sr":386,"zh":386},"\u002Famiibo",[429,440,447,461,475,489,503,517],{"id":430,"title":431,"url":427,"target":62,"icon":90,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":439},"2-1",{"de":432,"en":433,"es":434,"fr":435,"it":435,"ru":436,"sr":437,"zh":438},"amiibo-Hub","amiibo Hub","Centro amiibo","Hub amiibo","Хаб amiibo","amiibo centar","amiibo 中心",[],{"id":441,"title":442,"url":444,"target":62,"icon":445,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":446},"1772724791061",{"de":443,"en":443},"Franchise","\u002Famiibo\u002Ffranchise","i-lucide-star",[],{"id":448,"title":449,"url":458,"target":62,"icon":459,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":460},"2-3",{"de":450,"en":451,"es":452,"fr":453,"it":454,"ru":455,"sr":456,"zh":457},"Region & Verpackung (EU\u002FUS\u002FJP)","Region & Packaging (EU\u002FUS\u002FJP)","Región y embalaje (UE\u002FEE. UU.\u002FJP)","Région & Emballage (UE\u002FUS\u002FJP)","Regione & Confezione (EU\u002FUS\u002FJP)","Регион & упаковка (EU\u002FUS\u002FJP)","Region & pakovanje (EU\u002FUS\u002FJP)","地区 & 包装 (EU\u002FUS\u002FJP)","\u002Famiibo-library\u002Famiibo-editions-and-regions","i-lucide-globe",[],{"id":462,"title":463,"url":472,"target":62,"icon":473,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":474},"2-4",{"de":464,"en":465,"es":466,"fr":467,"it":468,"ru":469,"sr":470,"zh":471},"Schnellidentifikations-Checkliste","Fast Identification Checklist","Lista de identificación rápida","Liste d'identification rapide","Checklist identificazione rapida","Чек-лист быстрой идентификации","Kontrolna lista za brzu identifikaciju","快速识别清单","\u002Famiibo\u002Fidentify-checklist","i-lucide-list-checks",[],{"id":476,"title":477,"url":486,"target":62,"icon":487,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":488},"2-6",{"de":478,"en":479,"es":480,"fr":481,"it":482,"ru":483,"sr":484,"zh":485},"Tipps für Sealed-Sammlungen","Sealed Collection Tips","Consejos de colección sellada","Conseils collection scellée","Consigli collezione sigillata","Советы по коллекции Sealed","Saveti za zapečaćene kolekcije","密封收藏贴士","\u002Famiibo\u002Fsealed-tips","i-lucide-shield-check",[],{"id":490,"title":491,"url":500,"target":62,"icon":501,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":502},"2-5",{"de":492,"en":493,"es":494,"fr":495,"it":496,"ru":497,"sr":498,"zh":499},"Zustand & Bewertung","Condition & Grading","Estado & Graduación","État & Évaluation","Condizioni & Valutazione","Состояние & Оценка","Stanje & ocenjivanje","品相与分级","\u002Famiibo-library\u002Famiibo-condition-and-grading","i-lucide-badge-check",[],{"id":504,"title":505,"url":514,"target":62,"icon":515,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":516},"2-2",{"de":506,"en":507,"es":508,"fr":509,"it":510,"ru":511,"sr":512,"zh":513},"Ausgaben & Nachdrucke","Editions & Reprints","Ediciones & Reimpresiones","Éditions & Réimpressions","Edizioni & ristampe","Издания & переиздания","Izdanja & reizdanja","版本 & 重印","\u002Famiibo\u002Fcollecting\u002F","i-lucide-layers",[],{"id":518,"title":519,"url":528,"target":62,"icon":529,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":530},"2-7",{"de":520,"en":521,"es":522,"fr":523,"it":524,"ru":525,"sr":526,"zh":527},"Nachdruck-Timeline","Reprint Timeline","Cronología de reimpresión","Chronologie des réimpressions","Cronologia ristampe","Хронология переизданий","Hronologija reprinta","重印时间轴","\u002Freference\u002Ftimelines\u002Famiibo-reprint-timeline","i-lucide-timer",[],{"statusCode":4,"data":532,"message":834},{"id":533,"title":534,"slug":535,"content":536,"contentJson":537,"excerpt":656,"featuredImage":657,"featuredImageAlt":658,"featuredImageCaption":14,"featuredImageTitle":14,"featuredImageCopyright":14,"featuredImageAuthor":14,"featuredImageSourceUrl":14,"featuredImageLicense":14,"featuredImageIsAiGenerated":659,"status":660,"publishedAt":661,"createdAt":662,"updatedAt":663,"seoLocalePaths":664,"categories":673,"author":682,"translations":685},"432","Solucionar el stuttering: Cómo restaurar la entrega estable de fotogramas en los juegos","fix-stutter-how-to-restore-stable-frame-delivery-in-games","\u003Cp>El stutter es uno de los problemas de juego más comunes y uno de los más fáciles de malinterpretar. Los jugadores suelen usar la misma palabra para fallos muy diferentes: un pequeño tirón al entrar en una nueva zona, un movimiento de cámara tosco durante los desplazamientos, un pico repentino en combate o una configuración que se siente inestable cada vez que cambia la actividad en segundo plano. Todo eso puede llamarse stutter, pero no proviene de una sola causa y no responde a una única solución.\u003C\u002Fp>\n\u003Cp>Es por eso que una página útil sobre el stutter debe comenzar con un triaje en lugar de con folclore. El modelo mental correcto es el que está detrás de \u003Ca href='\u002Fes\u002Ffix-playbooks'>Guías de Solución\u003C\u002Fa>: identificar el tipo, estabilizar el sistema, eliminar los picos y solo entonces ajustar la configuración. La mayoría de las soluciones de stutter fallidas ocurren porque los jugadores se saltan el diagnóstico y cambian diez variables a la vez.\u003C\u002Fp>\n\u003Ch2>¿Por qué el stutter se siente tan destructivo?\u003C\u002Fh2>\n\u003Cp>El daño del stutter se siente más de lo que sugieren los promedios porque rompe la continuidad. El problema no es solo que un fotograma llegue tarde. El problema es que el jugador pierde la confianza en el movimiento, el tiempo y el control. Es por eso que el stutter pertenece directamente a \u003Ca href='\u002Fes\u002Fexperience\u002Fsmoothness'>Fluidez\u003C\u002Fa>. La fluidez no es tener FPS altos en teoría. Es una entrega uniforme en la práctica.\u003C\u002Fp>\n\u003Cp>Esta es también la razón por la que un buen diagnóstico de stutter se solapa con la \u003Ca href='\u002Fes\u002Fexperience\u002Fresponsiveness'>Responsividad\u003C\u002Fa>. Cuando el tiempo colapsa, el juego puede sentirse tosco y lento al mismo tiempo. Los jugadores a menudo piensan que tienen lag de entrada cuando el problema real es una entrega inestable del tiempo de fotograma (frametime). En otros casos, piensan que el juego está limitado por la GPU cuando el problema real es la carga en segundo plano, el streaming de recursos o un mal ritmo entre escenas.\u003C\u002Fp>\n\u003Ch2>El stutter no es una sola cosa\u003C\u002Fh2>\n\u003Cp>Una solución seria comienza por nombrar el patrón correctamente. Es exactamente por eso que esta página debe conectar a los lectores con \u003Ca href='\u002Fes\u002Fexperience\u002Fsmoothness\u002Fstutter-types'>Tipos de Stutter\u003C\u002Fa>. Si no sabes si el problema está relacionado con los sombreadores, la CPU, el streaming o si es causado por picos aleatorios en segundo plano, es casi seguro que aplicarás la solución incorrecta y juzgarás mal el resultado.\u003C\u002Fp>\n\u003Cul>\u003Cli>Stutter de sombreadores (shaders): tirones cuando aparecen nuevos efectos o materiales.\u003C\u002Fli>\u003Cli>Stutter de streaming: tirones al moverse a nuevas áreas o cargar nuevos recursos.\u003C\u002Fli>\u003Cli>Picos de CPU o de programación: tiempos de fotograma desiguales durante el combate, la simulación o la contienda en segundo plano.\u003C\u002Fli>\u003Cli>Inestabilidad de configuración: VRR, modo de pantalla completa, superposiciones o ajustes desajustados que crean una tosquedad que parece aleatoria.\u003C\u002Fli>\u003C\u002Ful>\n\u003Cp>Estos patrones pueden solaparse, razón por la cual los ajustes aleatorios hacen perder tanto tiempo. Una configuración puede tener un comportamiento de streaming débil y también estar excediendo su presupuesto de tiempo a través de superposiciones o límites inestables. Es por eso que Figure Rocks funciona mejor cuando la página actúa como una capa de enrutamiento hacia la estructura más profunda, no como un montón de consejos desconectados.\u003C\u002Fp>\n\u003Ch2>El orden de solución que realmente funciona\u003C\u002Fh2>\n\u003Cp>El primer error que cometen muchos jugadores es perseguir el pico de FPS. El objetivo más útil es una entrega estable del tiempo de fotograma. Es por eso que esta página debe reforzar de forma natural \u003Ca href='\u002Fes\u002Fblog\u002Fframe-pacing-why-120-fps-can-still-feel-bad'>Ritmo de fotogramas: Por qué 120 FPS pueden seguir sintiéndose mal\u003C\u002Fa>. Un número alto puede seguir sintiéndose tosco si el tiempo es desigual. No sientes los promedios. Sientes la entrega.\u003C\u002Fp>\n\u003Col>\u003Cli>Identifica el patrón de stutter antes de cambiar nada importante.\u003C\u002Fli>\u003Cli>Usa un límite de fotogramas que realmente puedas mantener en lugar de picos inestables.\u003C\u002Fli>\u003Cli>Elimina la carga en segundo plano y las superposiciones para realizar pruebas limpias.\u003C\u002Fli>\u003Cli>Reduce los ajustes que causan picos, no solo las caídas de FPS promedio.\u003C\u002Fli>\u003Cli>Comprueba el comportamiento de una escena a otra para no juzgar basándote en una sola ejecución con suerte.\u003C\u002Fli>\u003Cli>Solo después de que vuelva la estabilidad, ajusta los extras como el VRR o el pulido visual.\u003C\u002Fli>\u003C\u002Fol>\n\u003Cp>Este orden es importante porque el stutter suele ser un problema de picos antes que un problema de ajustes estéticos. Si el sistema no puede entregar los fotogramas de manera uniforme, los ajustes más agresivos o las oscilaciones sin límite solo harán que el resultado sea más difícil de interpretar. El modelo de apoyo más sencillo para esto es el \u003Ca href='\u002Fes\u002Fexperience\u002Fstability-budget-the-simple-model-to-stop-over-tuning'>Presupuesto de Estabilidad\u003C\u002Fa>. Cada configuración tiene una capacidad limitada para mantenerse consistente bajo carga. Si gastas de más ese presupuesto, la sensación colapsa.\u003C\u002Fp>\n\u003Ch2>Fuentes comunes de stutter que los jugadores subestiman\u003C\u002Fh2>\n\u003Cp>Una fuente común es la actividad en segundo plano. Las herramientas de sincronización, las actualizaciones, los escaneos, los ganchos de grabación, la actividad de la GPU del navegador y las superposiciones pueden crear picos intermitentes que parecen inestabilidad del juego. Otra fuente común es el almacenamiento y la entrega de recursos, especialmente cuando llegan nuevas áreas, efectos o texturas bajo presión. Una tercera fuente es el desajuste de configuración: el comportamiento del modo de pantalla completa, casos extremos de VRR o límites inestables que empeoran el tiempo en lugar de mejorarlo.\u003C\u002Fp>\n\u003Cp>Es por eso que esta página debe dirigir a los lectores a mayor profundidad donde sea necesario. Si el tirón aparece principalmente al moverse por nuevas áreas, \u003Ca href='\u002Fes\u002Fblog\u002Fstorage-streaming-stutter-fixes-when-assets-cant-keep-up'>Soluciones para el stutter de streaming de almacenamiento\u003C\u002Fa> es el siguiente paso más exacto. Si el problema cambia de un día para otro, el \u003Ca href='\u002Fes\u002Fblog\u002Fbackground-load-kill-switch-stop-overlays-sync-and-scans-from-ruining-feel'>Interruptor de apagado de carga en segundo plano\u003C\u002Fa> suele ser más útil que tocar los ajustes gráficos. Si la estabilidad parece cambiar con el modo de pantalla o las superposiciones, \u003Ca href='\u002Fes\u002Fexperience\u002Fsmoothness\u002Fborderless-vs-exclusive-fullscreen-when-it-matters-for-feel-and-stability'>Pantalla completa sin bordes frente a exclusiva\u003C\u002Fa> se vuelve relevante.\u003C\u002Fp>\n\u003Ch2>¿Por qué el stutter se confunde a menudo con otros problemas?\u003C\u002Fh2>\n\u003Cp>El stutter rara vez llega solo. A menudo se solapa con la pesadez de la entrada, la reducción de la claridad durante el movimiento y la inconsistencia entre escenas que los jugadores no pueden nombrar con claridad. Es por eso que una buena página de Solucionar Stutter también debe reforzar el modelo de tiempo más amplio, incluyendo \u003Ca href='\u002Fes\u002Fblog\u002Fthe-timing-triangle-smoothness-responsiveness-and-clarity-are-one-system'>El Triángulo del Tiempo\u003C\u002Fa>. Cuando el tiempo es inestable, aparecen varios problemas de sensación a la vez. Mejorar la estabilidad a menudo mejora más de un síntoma.\u003C\u002Fp>\n\u003Cp>Aquí es también donde los malos consejos se propagan más rápido. La gente copia configuraciones que funcionaron en una máquina y asume que la causa era la misma en todas partes. En realidad, algunos sistemas están limitados por el comportamiento de la compilación de shaders, otros por la transmisión de activos (asset streaming), otros por la carga en segundo plano y otros por expectativas poco realistas creadas por configuraciones inestables sin límite de fotogramas. El diagnóstico supera a la imitación en todo momento.\u003C\u002Fp>\n\u003Ch2>Cuándo el equipo importa y cuándo no\u003C\u002Fh2>\n\u003Cp>El equipo puede importar, pero rara vez es la primera respuesta. Una mejor pantalla con un comportamiento de VRR más limpio puede ayudar. Un almacenamiento más rápido puede ayudar en casos con mucha carga de transmisión. Un diseño de sistema más limpio puede ayudar. Pero el hardware debe juzgarse solo después de que la base sea estable. De lo contrario, los jugadores gastan dinero para ocultar un problema de configuración solucionable. Es por eso que esta página debería conducir naturalmente a \u003Ca href='\u002Fes\u002Fgear'>Equipo\u003C\u002Fa> solo después de que los tiempos se hayan estabilizado mediante el método, no la esperanza.\u003C\u002Fp>\n\u003Cp>La lógica de portal más amplia es lo que hace que esto sea útil. \u003Ca href='\u002Fes\u002Fexperience'>Experiencia\u003C\u002Fa> explica lo que siente el jugador. \u003Ca href='\u002Fes\u002Ffix-playbooks'>Reparar\u003C\u002Fa> proporciona el orden de reparación. \u003Ca href='\u002Fes\u002Fgear'>Equipo\u003C\u002Fa> ayuda a fortalecer la configuración una vez que se conoce el cuello de botella real. Un artículo sólido sobre el tartamudeo (stutter) debería situarse exactamente en ese flujo.\u003C\u002Fp>\n\u003Ch2>La conclusión práctica\u003C\u002Fh2>\n\u003Cp>Para solucionar el stutter, deja de pedir una configuración perfecta y empieza a clasificar el patrón. Luego, estabiliza el ritmo de fotogramas (frame pacing), elimina los picos y realiza pruebas con disciplina. Una vez que el tipo está claro, el camino de reparación se vuelve más corto, más barato y mucho más confiable.\u003C\u002Fp>\n\u003Cp>Una verdadera página de 'Solucionar Stutter' no debería prometer magia. Debería enseñar a los lectores cómo identificar el problema, conectarlos con las guías de apoyo adecuadas y restaurar una sensación de estabilidad sin adivinanzas. Eso es lo que la hace útil para el posicionamiento, útil para los jugadores y estructuralmente sólida dentro de Figure Rocks.\u003C\u002Fp>",{"time":538,"blocks":539,"version":655},1776101234373,[540,545,549,554,558,562,566,570,580,584,588,592,603,607,611,615,619,623,627,631,635,639,643,647,651],{"id":541,"data":542,"type":544},"p1",{"text":543},"El stutter es uno de los problemas de juego más comunes y uno de los más fáciles de malinterpretar. Los jugadores suelen usar la misma palabra para fallos muy diferentes: un pequeño tirón al entrar en una nueva zona, un movimiento de cámara tosco durante los desplazamientos, un pico repentino en combate o una configuración que se siente inestable cada vez que cambia la actividad en segundo plano. Todo eso puede llamarse stutter, pero no proviene de una sola causa y no responde a una única solución.","paragraph",{"id":546,"data":547,"type":544},"p2",{"text":548},"Es por eso que una página útil sobre el stutter debe comenzar con un triaje en lugar de con folclore. El modelo mental correcto es el que está detrás de \u003Ca href='\u002Fes\u002Ffix-playbooks'>Guías de Solución\u003C\u002Fa>: identificar el tipo, estabilizar el sistema, eliminar los picos y solo entonces ajustar la configuración. La mayoría de las soluciones de stutter fallidas ocurren porque los jugadores se saltan el diagnóstico y cambian diez variables a la vez.",{"id":550,"data":551,"type":553},"h1",{"text":552,"level":47},"¿Por qué el stutter se siente tan destructivo?","header",{"id":555,"data":556,"type":544},"p3",{"text":557},"El daño del stutter se siente más de lo que sugieren los promedios porque rompe la continuidad. El problema no es solo que un fotograma llegue tarde. El problema es que el jugador pierde la confianza en el movimiento, el tiempo y el control. Es por eso que el stutter pertenece directamente a \u003Ca href='\u002Fes\u002Fexperience\u002Fsmoothness'>Fluidez\u003C\u002Fa>. La fluidez no es tener FPS altos en teoría. Es una entrega uniforme en la práctica.",{"id":559,"data":560,"type":544},"p4",{"text":561},"Esta es también la razón por la que un buen diagnóstico de stutter se solapa con la \u003Ca href='\u002Fes\u002Fexperience\u002Fresponsiveness'>Responsividad\u003C\u002Fa>. Cuando el tiempo colapsa, el juego puede sentirse tosco y lento al mismo tiempo. Los jugadores a menudo piensan que tienen lag de entrada cuando el problema real es una entrega inestable del tiempo de fotograma (frametime). En otros casos, piensan que el juego está limitado por la GPU cuando el problema real es la carga en segundo plano, el streaming de recursos o un mal ritmo entre escenas.",{"id":563,"data":564,"type":553},"h2",{"text":565,"level":47},"El stutter no es una sola cosa",{"id":567,"data":568,"type":544},"p5",{"text":569},"Una solución seria comienza por nombrar el patrón correctamente. Es exactamente por eso que esta página debe conectar a los lectores con \u003Ca href='\u002Fes\u002Fexperience\u002Fsmoothness\u002Fstutter-types'>Tipos de Stutter\u003C\u002Fa>. Si no sabes si el problema está relacionado con los sombreadores, la CPU, el streaming o si es causado por picos aleatorios en segundo plano, es casi seguro que aplicarás la solución incorrecta y juzgarás mal el resultado.",{"id":571,"data":572,"type":579},"list1",{"items":573,"style":578},[574,575,576,577],"Stutter de sombreadores (shaders): tirones cuando aparecen nuevos efectos o materiales.","Stutter de streaming: tirones al moverse a nuevas áreas o cargar nuevos recursos.","Picos de CPU o de programación: tiempos de fotograma desiguales durante el combate, la simulación o la contienda en segundo plano.","Inestabilidad de configuración: VRR, modo de pantalla completa, superposiciones o ajustes desajustados que crean una tosquedad que parece aleatoria.","unordered","list",{"id":581,"data":582,"type":544},"p6",{"text":583},"Estos patrones pueden solaparse, razón por la cual los ajustes aleatorios hacen perder tanto tiempo. Una configuración puede tener un comportamiento de streaming débil y también estar excediendo su presupuesto de tiempo a través de superposiciones o límites inestables. Es por eso que Figure Rocks funciona mejor cuando la página actúa como una capa de enrutamiento hacia la estructura más profunda, no como un montón de consejos desconectados.",{"id":585,"data":586,"type":553},"h3",{"text":587,"level":47},"El orden de solución que realmente funciona",{"id":589,"data":590,"type":544},"p7",{"text":591},"El primer error que cometen muchos jugadores es perseguir el pico de FPS. El objetivo más útil es una entrega estable del tiempo de fotograma. Es por eso que esta página debe reforzar de forma natural \u003Ca href='\u002Fes\u002Fblog\u002Fframe-pacing-why-120-fps-can-still-feel-bad'>Ritmo de fotogramas: Por qué 120 FPS pueden seguir sintiéndose mal\u003C\u002Fa>. Un número alto puede seguir sintiéndose tosco si el tiempo es desigual. No sientes los promedios. Sientes la entrega.",{"id":593,"data":594,"type":579},"list2",{"items":595,"style":602},[596,597,598,599,600,601],"Identifica el patrón de stutter antes de cambiar nada importante.","Usa un límite de fotogramas que realmente puedas mantener en lugar de picos inestables.","Elimina la carga en segundo plano y las superposiciones para realizar pruebas limpias.","Reduce los ajustes que causan picos, no solo las caídas de FPS promedio.","Comprueba el comportamiento de una escena a otra para no juzgar basándote en una sola ejecución con suerte.","Solo después de que vuelva la estabilidad, ajusta los extras como el VRR o el pulido visual.","ordered",{"id":604,"data":605,"type":544},"p8",{"text":606},"Este orden es importante porque el stutter suele ser un problema de picos antes que un problema de ajustes estéticos. Si el sistema no puede entregar los fotogramas de manera uniforme, los ajustes más agresivos o las oscilaciones sin límite solo harán que el resultado sea más difícil de interpretar. El modelo de apoyo más sencillo para esto es el \u003Ca href='\u002Fes\u002Fexperience\u002Fstability-budget-the-simple-model-to-stop-over-tuning'>Presupuesto de Estabilidad\u003C\u002Fa>. Cada configuración tiene una capacidad limitada para mantenerse consistente bajo carga. Si gastas de más ese presupuesto, la sensación colapsa.",{"id":608,"data":609,"type":553},"h4",{"text":610,"level":47},"Fuentes comunes de stutter que los jugadores subestiman",{"id":612,"data":613,"type":544},"p9",{"text":614},"Una fuente común es la actividad en segundo plano. Las herramientas de sincronización, las actualizaciones, los escaneos, los ganchos de grabación, la actividad de la GPU del navegador y las superposiciones pueden crear picos intermitentes que parecen inestabilidad del juego. Otra fuente común es el almacenamiento y la entrega de recursos, especialmente cuando llegan nuevas áreas, efectos o texturas bajo presión. Una tercera fuente es el desajuste de configuración: el comportamiento del modo de pantalla completa, casos extremos de VRR o límites inestables que empeoran el tiempo en lugar de mejorarlo.",{"id":616,"data":617,"type":544},"p10",{"text":618},"Es por eso que esta página debe dirigir a los lectores a mayor profundidad donde sea necesario. Si el tirón aparece principalmente al moverse por nuevas áreas, \u003Ca href='\u002Fes\u002Fblog\u002Fstorage-streaming-stutter-fixes-when-assets-cant-keep-up'>Soluciones para el stutter de streaming de almacenamiento\u003C\u002Fa> es el siguiente paso más exacto. Si el problema cambia de un día para otro, el \u003Ca href='\u002Fes\u002Fblog\u002Fbackground-load-kill-switch-stop-overlays-sync-and-scans-from-ruining-feel'>Interruptor de apagado de carga en segundo plano\u003C\u002Fa> suele ser más útil que tocar los ajustes gráficos. Si la estabilidad parece cambiar con el modo de pantalla o las superposiciones, \u003Ca href='\u002Fes\u002Fexperience\u002Fsmoothness\u002Fborderless-vs-exclusive-fullscreen-when-it-matters-for-feel-and-stability'>Pantalla completa sin bordes frente a exclusiva\u003C\u002Fa> se vuelve relevante.",{"id":620,"data":621,"type":553},"h5",{"text":622,"level":47},"¿Por qué el stutter se confunde a menudo con otros problemas?",{"id":624,"data":625,"type":544},"p11",{"text":626},"El stutter rara vez llega solo. A menudo se solapa con la pesadez de la entrada, la reducción de la claridad durante el movimiento y la inconsistencia entre escenas que los jugadores no pueden nombrar con claridad. Es por eso que una buena página de Solucionar Stutter también debe reforzar el modelo de tiempo más amplio, incluyendo \u003Ca href='\u002Fes\u002Fblog\u002Fthe-timing-triangle-smoothness-responsiveness-and-clarity-are-one-system'>El Triángulo del Tiempo\u003C\u002Fa>. Cuando el tiempo es inestable, aparecen varios problemas de sensación a la vez. Mejorar la estabilidad a menudo mejora más de un síntoma.",{"id":628,"data":629,"type":544},"p12",{"text":630},"Aquí es también donde los malos consejos se propagan más rápido. La gente copia configuraciones que funcionaron en una máquina y asume que la causa era la misma en todas partes. En realidad, algunos sistemas están limitados por el comportamiento de la compilación de shaders, otros por la transmisión de activos (asset streaming), otros por la carga en segundo plano y otros por expectativas poco realistas creadas por configuraciones inestables sin límite de fotogramas. El diagnóstico supera a la imitación en todo momento.",{"id":632,"data":633,"type":553},"h6",{"text":634,"level":47},"Cuándo el equipo importa y cuándo no",{"id":636,"data":637,"type":544},"p13",{"text":638},"El equipo puede importar, pero rara vez es la primera respuesta. Una mejor pantalla con un comportamiento de VRR más limpio puede ayudar. Un almacenamiento más rápido puede ayudar en casos con mucha carga de transmisión. Un diseño de sistema más limpio puede ayudar. Pero el hardware debe juzgarse solo después de que la base sea estable. De lo contrario, los jugadores gastan dinero para ocultar un problema de configuración solucionable. Es por eso que esta página debería conducir naturalmente a \u003Ca href='\u002Fes\u002Fgear'>Equipo\u003C\u002Fa> solo después de que los tiempos se hayan estabilizado mediante el método, no la esperanza.",{"id":640,"data":641,"type":544},"p14",{"text":642},"La lógica de portal más amplia es lo que hace que esto sea útil. \u003Ca href='\u002Fes\u002Fexperience'>Experiencia\u003C\u002Fa> explica lo que siente el jugador. \u003Ca href='\u002Fes\u002Ffix-playbooks'>Reparar\u003C\u002Fa> proporciona el orden de reparación. \u003Ca href='\u002Fes\u002Fgear'>Equipo\u003C\u002Fa> ayuda a fortalecer la configuración una vez que se conoce el cuello de botella real. Un artículo sólido sobre el tartamudeo (stutter) debería situarse exactamente en ese flujo.",{"id":644,"data":645,"type":553},"h7",{"text":646,"level":47},"La conclusión práctica",{"id":648,"data":649,"type":544},"p15",{"text":650},"Para solucionar el stutter, deja de pedir una configuración perfecta y empieza a clasificar el patrón. Luego, estabiliza el ritmo de fotogramas (frame pacing), elimina los picos y realiza pruebas con disciplina. Una vez que el tipo está claro, el camino de reparación se vuelve más corto, más barato y mucho más confiable.",{"id":652,"data":653,"type":544},"p16",{"text":654},"Una verdadera página de 'Solucionar Stutter' no debería prometer magia. Debería enseñar a los lectores cómo identificar el problema, conectarlos con las guías de apoyo adecuadas y restaurar una sensación de estabilidad sin adivinanzas. Eso es lo que la hace útil para el posicionamiento, útil para los jugadores y estructuralmente sólida dentro de Figure Rocks.","2.31","El stuttering no es un solo problema y no tiene una sola solución. Esta guía explica cómo identificar el patrón, separar las causas comunes y restaurar una entrega de fotogramas estable sin perder tiempo en ajustes aleatorios.","\u002Fuploads\u002F2026\u002F04\u002Fstutter-1776095701157-lbgpvq.webp","stutter-1776095701157-lbgpvq",false,"PUBLISHED","2026-04-13T09:52:00.000Z","2026-04-13T15:52:51.933Z","2026-04-13T17:30:47.563Z",{"en":665,"de":666,"sr":667,"es":668,"fr":669,"it":670,"ru":671,"zh":672},"\u002Fblog\u002Ffix-stutter-how-to-restore-stable-frame-delivery-in-games","\u002Fde\u002Fblog\u002Ffix-stutter-how-to-restore-stable-frame-delivery-in-games","\u002Fsr\u002Fblog\u002Ffix-stutter-how-to-restore-stable-frame-delivery-in-games","\u002Fes\u002Fblog\u002Ffix-stutter-how-to-restore-stable-frame-delivery-in-games","\u002Ffr\u002Fblog\u002Ffix-stutter-how-to-restore-stable-frame-delivery-in-games","\u002Fit\u002Fblog\u002Ffix-stutter-how-to-restore-stable-frame-delivery-in-games","\u002Fru\u002Fblog\u002Ffix-stutter-how-to-restore-stable-frame-delivery-in-games","\u002Fzh\u002Fblog\u002Ffix-stutter-how-to-restore-stable-frame-delivery-in-games",[674,678],{"id":675,"name":676,"slug":677},327,"Corregir tirones","fix-stutter-playbook",{"id":679,"name":680,"slug":681},326,"Guías de reparación","fix-playbooks",{"id":283,"login":683,"email":13,"displayName":684},"aleksandar","Aleksandar Stajic",[686,779],{"lang":8,"title":687,"content":688,"contentJson":689,"excerpt":778},"Fix Stutter: How to Restore Stable Frame Delivery in Games","{\"time\":1776038400000,\"blocks\":[{\"id\":\"p1\",\"data\":{\"text\":\"Stutter is one of the most common gaming problems and one of the easiest to misread. Players often use the same word for very different failures: a small hitch when entering a new area, rough camera motion during pans, a sudden spike in combat, or a setup that feels unstable every time background activity changes. All of those can be called stutter, but they do not come from one cause and they do not respond to one fix.\"},\"type\":\"paragraph\"},{\"id\":\"p2\",\"data\":{\"text\":\"That is why a useful stutter page has to begin with triage rather than folklore. The right mental model is the one behind \u003Ca href='\u002Ffix-playbooks'>Fix Playbooks\u003C\u002Fa>: identify the type, stabilize the system, remove spikes, and only then tune settings. Most failed stutter fixes happen because players skip diagnosis and change ten variables at once.\"},\"type\":\"paragraph\"},{\"id\":\"h1\",\"data\":{\"text\":\"Why stutter feels so destructive\",\"level\":2},\"type\":\"header\"},{\"id\":\"p3\",\"data\":{\"text\":\"Stutter damages feel more than average numbers suggest because it breaks continuity. The problem is not only that a frame arrives late. The problem is that the player loses trust in motion, timing, and control. That is why stutter belongs directly inside \u003Ca href='\u002Fexperience\u002Fsmoothness'>Smoothness\u003C\u002Fa>. Smoothness is not high FPS in theory. It is even delivery in practice.\"},\"type\":\"paragraph\"},{\"id\":\"p4\",\"data\":{\"text\":\"This is also why good stutter diagnosis overlaps with \u003Ca href='\u002Fexperience\u002Fresponsiveness'>Responsiveness\u003C\u002Fa>. When timing collapses, the game can feel rough and late at the same time. Players often think they have input lag when the real problem is unstable frametime delivery. In other cases they think the game is GPU-limited when the real issue is background load, asset streaming, or bad scene-to-scene pacing.\"},\"type\":\"paragraph\"},{\"id\":\"h2\",\"data\":{\"text\":\"Stutter is not one thing\",\"level\":2},\"type\":\"header\"},{\"id\":\"p5\",\"data\":{\"text\":\"A serious fix starts by naming the pattern correctly. That is exactly why this page should connect readers into \u003Ca href='\u002Fexperience\u002Fsmoothness\u002Fstutter-types'>Stutter Types\u003C\u002Fa>. If you do not know whether the problem is shader-related, CPU-related, streaming-related, or caused by random background spikes, you will almost certainly apply the wrong fix and misjudge the result.\"},\"type\":\"paragraph\"},{\"id\":\"list1\",\"data\":{\"items\":[\"Shader stutter: hitches when new effects or materials appear.\",\"Streaming stutter: hitches when moving into new areas or loading new assets.\",\"CPU or scheduling spikes: uneven frametimes during combat, simulation, or background contention.\",\"Configuration instability: VRR, fullscreen mode, overlays, or mismatched settings creating roughness that looks random.\"],\"style\":\"unordered\"},\"type\":\"list\"},{\"id\":\"p6\",\"data\":{\"text\":\"These patterns can overlap, which is why random tweaking wastes so much time. A setup can have weak streaming behavior and also be overspending its timing budget through overlays or unstable caps. That is why Figure Rocks works best when the page acts as a routing layer into the deeper structure, not as a pile of disconnected tips.\"},\"type\":\"paragraph\"},{\"id\":\"h3\",\"data\":{\"text\":\"The fix order that actually works\",\"level\":2},\"type\":\"header\"},{\"id\":\"p7\",\"data\":{\"text\":\"The first mistake many players make is chasing peak FPS. The more useful goal is stable frametime delivery. That is why this page should naturally reinforce \u003Ca href='\u002Fblog\u002Fframe-pacing-why-120-fps-can-still-feel-bad'>Frame Pacing: Why 120 FPS Can Still Feel Bad\u003C\u002Fa>. A high number can still feel rough if timing is uneven. You do not feel averages. You feel delivery.\"},\"type\":\"paragraph\"},{\"id\":\"list2\",\"data\":{\"items\":[\"Identify the stutter pattern before changing anything major.\",\"Use a frame cap you can actually hold instead of unstable peaks.\",\"Remove background load and overlays for clean testing.\",\"Reduce settings that cause spikes, not just average FPS drops.\",\"Check scene-to-scene behavior so you do not judge one lucky run.\",\"Only after stability returns, tune extras such as VRR or visual polish.\"],\"style\":\"ordered\"},\"type\":\"list\"},{\"id\":\"p8\",\"data\":{\"text\":\"This order matters because stutter is usually a spike problem before it is a beauty-settings problem. If the system cannot deliver frames evenly, more aggressive settings or uncapped swings will only make the result harder to read. The simplest supporting model for this is \u003Ca href='\u002Fexperience\u002Fstability-budget-the-simple-model-to-stop-over-tuning'>Stability Budget\u003C\u002Fa>. Every setup has a limited ability to stay consistent under load. Overspend that budget and feel collapses.\"},\"type\":\"paragraph\"},{\"id\":\"h4\",\"data\":{\"text\":\"Common sources of stutter that players underestimate\",\"level\":2},\"type\":\"header\"},{\"id\":\"p9\",\"data\":{\"text\":\"One common source is background activity. Sync tools, updates, scans, recording hooks, browser GPU activity, and overlays can all create intermittent spikes that look like game instability. Another common source is storage and asset delivery, especially when new areas, effects, or textures arrive under pressure. A third source is configuration mismatch: fullscreen mode behavior, VRR edge cases, or unstable caps that make timing worse instead of better.\"},\"type\":\"paragraph\"},{\"id\":\"p10\",\"data\":{\"text\":\"That is why this page should send readers deeper where needed. If the hitch appears mainly when moving through new areas, \u003Ca href='\u002Fblog\u002Fstorage-streaming-stutter-fixes-when-assets-cant-keep-up'>Storage Streaming Stutter Fixes\u003C\u002Fa> is the more exact next step. If the problem changes from day to day, \u003Ca href='\u002Fblog\u002Fbackground-load-kill-switch-stop-overlays-sync-and-scans-from-ruining-feel'>Background Load Kill Switch\u003C\u002Fa> is often more useful than touching graphics settings. If stability seems to change with display mode or overlays, \u003Ca href='\u002Fexperience\u002Fsmoothness\u002Fborderless-vs-exclusive-fullscreen-when-it-matters-for-feel-and-stability'>Borderless vs Exclusive Fullscreen\u003C\u002Fa> becomes relevant.\"},\"type\":\"paragraph\"},{\"id\":\"h5\",\"data\":{\"text\":\"Why stutter often gets confused with other problems\",\"level\":2},\"type\":\"header\"},{\"id\":\"p11\",\"data\":{\"text\":\"Stutter rarely arrives alone. It often overlaps with input heaviness, reduced clarity during motion, and scene-to-scene inconsistency that players cannot name cleanly. That is why a good Fix Stutter page should also reinforce the broader timing model, including \u003Ca href='\u002Fblog\u002Fthe-timing-triangle-smoothness-responsiveness-and-clarity-are-one-system'>The Timing Triangle\u003C\u002Fa>. When timing is unstable, several feel problems appear at once. Fixing stability often improves more than one symptom.\"},\"type\":\"paragraph\"},{\"id\":\"p12\",\"data\":{\"text\":\"This is also where bad advice spreads fastest. People copy settings that worked on one machine and assume the cause was the same everywhere. In reality, some systems are limited by shader compilation behavior, some by asset streaming, some by background load, and some by unrealistic expectations created by unstable uncapped settings. Diagnosis beats imitation every time.\"},\"type\":\"paragraph\"},{\"id\":\"h6\",\"data\":{\"text\":\"When gear matters and when it does not\",\"level\":2},\"type\":\"header\"},{\"id\":\"p13\",\"data\":{\"text\":\"Gear can matter, but it is rarely the first answer. A better display with cleaner VRR behavior can help. Faster storage can help in streaming-heavy cases. A cleaner system layout can help. But hardware should be judged only after the baseline is stable. Otherwise players spend money to hide a fixable configuration problem. That is why this page should naturally feed into \u003Ca href='\u002Fgear'>Gear\u003C\u002Fa> only after timing has been stabilized through method, not hope.\"},\"type\":\"paragraph\"},{\"id\":\"p14\",\"data\":{\"text\":\"The larger portal logic is what makes this useful. \u003Ca href='\u002Fexperience'>Experience\u003C\u002Fa> explains what the player is feeling. \u003Ca href='\u002Ffix-playbooks'>Fix\u003C\u002Fa> provides the repair order. \u003Ca href='\u002Fgear'>Gear\u003C\u002Fa> helps strengthen the setup once the real bottleneck is known. A strong stutter article should sit exactly in that flow.\"},\"type\":\"paragraph\"},{\"id\":\"h7\",\"data\":{\"text\":\"The practical takeaway\",\"level\":2},\"type\":\"header\"},{\"id\":\"p15\",\"data\":{\"text\":\"To fix stutter, stop asking for one perfect setting and start classifying the pattern. Then stabilize frame pacing, remove spikes, and test with discipline. Once the type is clear, the repair path gets shorter, cheaper, and much more reliable.\"},\"type\":\"paragraph\"},{\"id\":\"p16\",\"data\":{\"text\":\"A real Fix Stutter page should not promise magic. It should teach readers how to identify the problem, connect them to the right supporting guides, and restore stable feel without guessing. That is what makes it useful for ranking, useful for players, and structurally strong inside Figure Rocks.\"},\"type\":\"paragraph\"}],\"version\":\"2.30.8\"}",{"time":690,"blocks":691,"version":777},1776038400000,[692,695,698,701,704,707,710,713,720,723,726,729,738,741,744,747,750,753,756,759,762,765,768,771,774],{"id":541,"data":693,"type":544},{"text":694},"Stutter is one of the most common gaming problems and one of the easiest to misread. Players often use the same word for very different failures: a small hitch when entering a new area, rough camera motion during pans, a sudden spike in combat, or a setup that feels unstable every time background activity changes. All of those can be called stutter, but they do not come from one cause and they do not respond to one fix.",{"id":546,"data":696,"type":544},{"text":697},"That is why a useful stutter page has to begin with triage rather than folklore. The right mental model is the one behind \u003Ca href='\u002Ffix-playbooks'>Fix Playbooks\u003C\u002Fa>: identify the type, stabilize the system, remove spikes, and only then tune settings. Most failed stutter fixes happen because players skip diagnosis and change ten variables at once.",{"id":550,"data":699,"type":553},{"text":700,"level":47},"Why stutter feels so destructive",{"id":555,"data":702,"type":544},{"text":703},"Stutter damages feel more than average numbers suggest because it breaks continuity. The problem is not only that a frame arrives late. The problem is that the player loses trust in motion, timing, and control. That is why stutter belongs directly inside \u003Ca href='\u002Fexperience\u002Fsmoothness'>Smoothness\u003C\u002Fa>. Smoothness is not high FPS in theory. It is even delivery in practice.",{"id":559,"data":705,"type":544},{"text":706},"This is also why good stutter diagnosis overlaps with \u003Ca href='\u002Fexperience\u002Fresponsiveness'>Responsiveness\u003C\u002Fa>. When timing collapses, the game can feel rough and late at the same time. Players often think they have input lag when the real problem is unstable frametime delivery. In other cases they think the game is GPU-limited when the real issue is background load, asset streaming, or bad scene-to-scene pacing.",{"id":563,"data":708,"type":553},{"text":709,"level":47},"Stutter is not one thing",{"id":567,"data":711,"type":544},{"text":712},"A serious fix starts by naming the pattern correctly. That is exactly why this page should connect readers into \u003Ca href='\u002Fexperience\u002Fsmoothness\u002Fstutter-types'>Stutter Types\u003C\u002Fa>. If you do not know whether the problem is shader-related, CPU-related, streaming-related, or caused by random background spikes, you will almost certainly apply the wrong fix and misjudge the result.",{"id":571,"data":714,"type":579},{"items":715,"style":578},[716,717,718,719],"Shader stutter: hitches when new effects or materials appear.","Streaming stutter: hitches when moving into new areas or loading new assets.","CPU or scheduling spikes: uneven frametimes during combat, simulation, or background contention.","Configuration instability: VRR, fullscreen mode, overlays, or mismatched settings creating roughness that looks random.",{"id":581,"data":721,"type":544},{"text":722},"These patterns can overlap, which is why random tweaking wastes so much time. A setup can have weak streaming behavior and also be overspending its timing budget through overlays or unstable caps. That is why Figure Rocks works best when the page acts as a routing layer into the deeper structure, not as a pile of disconnected tips.",{"id":585,"data":724,"type":553},{"text":725,"level":47},"The fix order that actually works",{"id":589,"data":727,"type":544},{"text":728},"The first mistake many players make is chasing peak FPS. The more useful goal is stable frametime delivery. That is why this page should naturally reinforce \u003Ca href='\u002Fblog\u002Fframe-pacing-why-120-fps-can-still-feel-bad'>Frame Pacing: Why 120 FPS Can Still Feel Bad\u003C\u002Fa>. A high number can still feel rough if timing is uneven. You do not feel averages. You feel delivery.",{"id":593,"data":730,"type":579},{"items":731,"style":602},[732,733,734,735,736,737],"Identify the stutter pattern before changing anything major.","Use a frame cap you can actually hold instead of unstable peaks.","Remove background load and overlays for clean testing.","Reduce settings that cause spikes, not just average FPS drops.","Check scene-to-scene behavior so you do not judge one lucky run.","Only after stability returns, tune extras such as VRR or visual polish.",{"id":604,"data":739,"type":544},{"text":740},"This order matters because stutter is usually a spike problem before it is a beauty-settings problem. If the system cannot deliver frames evenly, more aggressive settings or uncapped swings will only make the result harder to read. The simplest supporting model for this is \u003Ca href='\u002Fexperience\u002Fstability-budget-the-simple-model-to-stop-over-tuning'>Stability Budget\u003C\u002Fa>. Every setup has a limited ability to stay consistent under load. Overspend that budget and feel collapses.",{"id":608,"data":742,"type":553},{"text":743,"level":47},"Common sources of stutter that players underestimate",{"id":612,"data":745,"type":544},{"text":746},"One common source is background activity. Sync tools, updates, scans, recording hooks, browser GPU activity, and overlays can all create intermittent spikes that look like game instability. Another common source is storage and asset delivery, especially when new areas, effects, or textures arrive under pressure. A third source is configuration mismatch: fullscreen mode behavior, VRR edge cases, or unstable caps that make timing worse instead of better.",{"id":616,"data":748,"type":544},{"text":749},"That is why this page should send readers deeper where needed. If the hitch appears mainly when moving through new areas, \u003Ca href='\u002Fblog\u002Fstorage-streaming-stutter-fixes-when-assets-cant-keep-up'>Storage Streaming Stutter Fixes\u003C\u002Fa> is the more exact next step. If the problem changes from day to day, \u003Ca href='\u002Fblog\u002Fbackground-load-kill-switch-stop-overlays-sync-and-scans-from-ruining-feel'>Background Load Kill Switch\u003C\u002Fa> is often more useful than touching graphics settings. If stability seems to change with display mode or overlays, \u003Ca href='\u002Fexperience\u002Fsmoothness\u002Fborderless-vs-exclusive-fullscreen-when-it-matters-for-feel-and-stability'>Borderless vs Exclusive Fullscreen\u003C\u002Fa> becomes relevant.",{"id":620,"data":751,"type":553},{"text":752,"level":47},"Why stutter often gets confused with other problems",{"id":624,"data":754,"type":544},{"text":755},"Stutter rarely arrives alone. It often overlaps with input heaviness, reduced clarity during motion, and scene-to-scene inconsistency that players cannot name cleanly. That is why a good Fix Stutter page should also reinforce the broader timing model, including \u003Ca href='\u002Fblog\u002Fthe-timing-triangle-smoothness-responsiveness-and-clarity-are-one-system'>The Timing Triangle\u003C\u002Fa>. When timing is unstable, several feel problems appear at once. Fixing stability often improves more than one symptom.",{"id":628,"data":757,"type":544},{"text":758},"This is also where bad advice spreads fastest. People copy settings that worked on one machine and assume the cause was the same everywhere. In reality, some systems are limited by shader compilation behavior, some by asset streaming, some by background load, and some by unrealistic expectations created by unstable uncapped settings. Diagnosis beats imitation every time.",{"id":632,"data":760,"type":553},{"text":761,"level":47},"When gear matters and when it does not",{"id":636,"data":763,"type":544},{"text":764},"Gear can matter, but it is rarely the first answer. A better display with cleaner VRR behavior can help. Faster storage can help in streaming-heavy cases. A cleaner system layout can help. But hardware should be judged only after the baseline is stable. Otherwise players spend money to hide a fixable configuration problem. That is why this page should naturally feed into \u003Ca href='\u002Fgear'>Gear\u003C\u002Fa> only after timing has been stabilized through method, not hope.",{"id":640,"data":766,"type":544},{"text":767},"The larger portal logic is what makes this useful. \u003Ca href='\u002Fexperience'>Experience\u003C\u002Fa> explains what the player is feeling. \u003Ca href='\u002Ffix-playbooks'>Fix\u003C\u002Fa> provides the repair order. \u003Ca href='\u002Fgear'>Gear\u003C\u002Fa> helps strengthen the setup once the real bottleneck is known. A strong stutter article should sit exactly in that flow.",{"id":644,"data":769,"type":553},{"text":770,"level":47},"The practical takeaway",{"id":648,"data":772,"type":544},{"text":773},"To fix stutter, stop asking for one perfect setting and start classifying the pattern. Then stabilize frame pacing, remove spikes, and test with discipline. Once the type is clear, the repair path gets shorter, cheaper, and much more reliable.",{"id":652,"data":775,"type":544},{"text":776},"A real Fix Stutter page should not promise magic. It should teach readers how to identify the problem, connect them to the right supporting guides, and restore stable feel without guessing. That is what makes it useful for ranking, useful for players, and structurally strong inside Figure Rocks.","2.30.8","Stutter is not one problem and it does not have one fix. This guide explains how to identify the pattern, separate common causes, and restore stable frame delivery without wasting time on random settings.",{"lang":7,"title":534,"content":536,"contentJson":780,"excerpt":656},{"time":538,"blocks":781,"version":655},[782,784,786,788,790,792,794,796,799,801,803,805,808,810,812,814,816,818,820,822,824,826,828,830,832],{"id":541,"data":783,"type":544},{"text":543},{"id":546,"data":785,"type":544},{"text":548},{"id":550,"data":787,"type":553},{"text":552,"level":47},{"id":555,"data":789,"type":544},{"text":557},{"id":559,"data":791,"type":544},{"text":561},{"id":563,"data":793,"type":553},{"text":565,"level":47},{"id":567,"data":795,"type":544},{"text":569},{"id":571,"data":797,"type":579},{"items":798,"style":578},[574,575,576,577],{"id":581,"data":800,"type":544},{"text":583},{"id":585,"data":802,"type":553},{"text":587,"level":47},{"id":589,"data":804,"type":544},{"text":591},{"id":593,"data":806,"type":579},{"items":807,"style":602},[596,597,598,599,600,601],{"id":604,"data":809,"type":544},{"text":606},{"id":608,"data":811,"type":553},{"text":610,"level":47},{"id":612,"data":813,"type":544},{"text":614},{"id":616,"data":815,"type":544},{"text":618},{"id":620,"data":817,"type":553},{"text":622,"level":47},{"id":624,"data":819,"type":544},{"text":626},{"id":628,"data":821,"type":544},{"text":630},{"id":632,"data":823,"type":553},{"text":634,"level":47},{"id":636,"data":825,"type":544},{"text":638},{"id":640,"data":827,"type":544},{"text":642},{"id":644,"data":829,"type":553},{"text":646,"level":47},{"id":648,"data":831,"type":544},{"text":650},{"id":652,"data":833,"type":544},{"text":654},"Post erfolgreich abgerufen",{"items":836,"source":894,"manualIds":895,"manualMatchedIds":896},[837,844,850,856,862,868,875,881,887],{"id":838,"slug":839,"title":840,"excerpt":841,"featuredImage":842,"publishedAt":843},"430","input-lag","Solucionar el lag de entrada: Qué mejora realmente la sensación en los juegos","El input lag rara vez es un solo ajuste y casi nunca una sola causa simple. Esta guía explica dónde se acumula realmente el retraso, cómo afecta a la sensación y el orden práctico de soluciones que mejora la capacidad de respuesta sin placebos.","\u002Fuploads\u002F2026\u002F04\u002Finput-lag-1776090707073-0ecj5l.webp","2026-04-13T10:28:00.000Z",{"id":845,"slug":846,"title":847,"excerpt":848,"featuredImage":14,"publishedAt":849},"132","stutter-fixes-the-order-that-actually-reduces-frametime-spikes","Soluciones para el stuttering: El orden que realmente reduce los picos de frametime","Las correcciones de stuttering funcionan cuando coinciden con el tipo de stuttering. Usa el orden correcto: identificar, estabilizar y luego optimizar — no al revés.","2026-02-20T11:00:00.000Z",{"id":851,"slug":852,"title":853,"excerpt":854,"featuredImage":14,"publishedAt":855},"237","shader-stutter-why-first-runs-hitch-and-how-to-reduce-it","Shader Stutter: Por qué las primeras ejecuciones dan tirones y cómo reducirlo.","El stuttering de shaders ocurre cuando los nuevos efectos se compilan en tiempo real. Aprende a identificarlo rápido y las formas prácticas de reducir los tirones sin ajustes placebo.","2026-02-20T23:40:00.000Z",{"id":857,"slug":858,"title":859,"excerpt":860,"featuredImage":14,"publishedAt":861},"157","stutter-fix-order-what-to-change-first-so-you-dont-waste-time","Orden para solucionar los tirones: qué cambiar primero (para no perder el tiempo)","El stuttering es un síntoma. El orden de la solución importa: triaje, estabilizar el pacing, luego ajustar el VRR y los gráficos. Aquí tienes la secuencia práctica que funciona.","2026-02-20T13:00:00.000Z",{"id":863,"slug":864,"title":865,"excerpt":866,"featuredImage":14,"publishedAt":867},"254","stutter-fixes-that-stick-the-stability-first-playbook","Soluciones contra los tirones que perduran: El manual de la estabilidad primero","La mayoría de las correcciones de stuttering fallan porque se saltan el triaje. Usa este manual: identifica el tipo de stuttering, estabiliza el ritmo, reduce los picos y, por último, ajusta los visuales.","2026-02-21T02:00:00.000Z",{"id":869,"slug":870,"title":871,"excerpt":872,"featuredImage":873,"publishedAt":874},"438","your-game-assistant-knows-the-game-but-does-it-know-your-game-state","Tu asistente de juego conoce el juego, pero ¿conoce el estado de tu partida?","Una IA de videojuegos puede entender las mecánicas, conocer el parche actual y aun así dar malos consejos porque no sabe qué es verdad en tu partida real. Esta guía explica el estado del juego crítico para las decisiones, las variables ocultas, la frescura y cómo saber si un asistente tiene suficiente contexto para hacer una recomendación válida.","\u002Fuploads\u002F2026\u002F09\u002Fyour-game-assistant-knows-the-game-but-does-it-know-your-game-state-1790374353002-ue4vxo.webp","2026-09-25T18:11:00.000Z",{"id":876,"slug":877,"title":878,"excerpt":879,"featuredImage":14,"publishedAt":880},"64","fix-stutter-a-simple-diagnosis-map-shader-cpu-streaming","Corregir tirones: Un mapa de diagnóstico sencillo (Shader, CPU, Streaming)","No todos los tirones son iguales. Usa este mapa de diagnóstico rápido para identificar tirones por shaders, picos de CPU o problemas de streaming y solucionarlos en el orden correcto.","2026-02-19T11:00:00.000Z",{"id":882,"slug":883,"title":884,"excerpt":885,"featuredImage":14,"publishedAt":886},"107","fix-input-lag-fast-the-no-placebo-checklist-display-timing-background-load","Soluciona el input lag rápido: La lista de comprobación sin placebos (Pantalla, Tiempos, Carga en segundo plano)","Deja de adivinar. Esta lista de verificación aísla las causas reales del input lag: procesamiento de pantalla, sincronización inestable y carga en segundo plano — en el orden correcto.","2026-02-21T08:00:00.000Z",{"id":888,"slug":889,"title":890,"excerpt":891,"featuredImage":892,"publishedAt":893},"431","network","Arreglar la red: Cómo restaurar el juego en línea estable en los juegos","Los problemas de red en los juegos a menudo se interpretan erróneamente como lag genérico. Esta guía explica cómo separar la inestabilidad real en línea de los problemas de sincronización local, diagnosticar qué es lo que realmente falla y arreglar la red en el orden correcto.","\u002Fuploads\u002F2026\u002F04\u002Fnetwork-1776094139213-kvggr6.webp","2026-04-13T09:27:00.000Z","fallback",[],[]]