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Difference between revisions of "Glossary:Frame rate (FPS)"

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{{Image|Frame Rate Visualization.png|Visualization about frames shown in tenth of a second.}}
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{{Image|Frame Rate Visualization.png|Difference of framerates shown in tenth of a second.}}
 
{{Video settings sidebar}}
 
{{Video settings sidebar}}
{{Feature|high frame rate}} {{Feature|60 FPS}} ''See also [[PCGamingWiki:List of Games Without Native 60 FPS Support|List of Games Without Native 60 FPS Support]].''
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{{Tocbox}}
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''For a list of games with support, see [[List of games that support 120+ FPS|high frame rate support (120+ FPS)]] or [[List of games that support 60 FPS|60 FPS support]]. For a list of games without support, see [[List of games that do not support 60 FPS|games that do not support 60 FPS]].''
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 +
'''Frame rate''' or '''frame frequency''', often measured in '''frames per second (FPS)''', is the frequency (rate) of which frames (images) are rendered at. It is a general concept not unique to computer video games, although it is an important aspect for video games as it can affect the quality of the game experience.
 +
 
 +
: High frame rates look good - smooth and fluid; low frame rates look bad - uneven and laggy.
 +
 
 +
This perception of the game experience is because games are interactively controlled and frames are generated as still points in time with no natural motion blur. This makes it easier to notice jerky movement, while in other media motion blurring occurs naturally. Many games do offer simulated motion blur as a graphical option but this can distract even more as the player might be unable to clearly see what happens on-screen in fast-paced sequences.
 +
 
 +
The achieved frame rate is different for every game and setup and depends on both software and hardware as rendering is quite complex with multiple factors involved. The newer the game and the higher the graphical settings, the harder the computer will have to work to render the frames, which results in a lower overall FPS. Although generally more powerful and expensive hardware will have a higher frame rate, and vice versa. A side effect of the complicated nature of rendering and the factors involved is that problems with the frame rate of a game or multiple games might not always be easy to solve, and may at times not even have a solution.
 +
 
 +
To better perceive and understand the difference between various frame rates, some form of comparison media can be used. There are several different ones, including websites (listed below), GIFs, and 60 FPS videos on YouTube. Content on YouTube and GIFs are usually bad to compare as the overall quality might be lowered as a result of the compression applied,<ref>https://i.imgur.com/PnQNhbo.jpg</ref> or only showing FPS to a certain degree; GIFs have a maximum of 50 FPS, YouTube might default to 30 FPS for playback, and most movies are filmed at 24 FPS. Also, keep in mind that games are interactive media so a higher frame rate might not only look different but also feel different when interacting with the game.
  
 
'''Key points'''
 
'''Key points'''
{{++}} Higher frame rates makes gameplay feel and look smoother, with reduced input lag
+
{{++}} High frame rates make gameplay feel and look smoother, reduces input latency, and may make screen tearing and stuttering less noticeable. When used in conjunction with a higher refresh rate, motion blur is also reduced significantly (especially combined with low motion blur technologies).
{{++}} Screen tearing and stuttering are less visible when more frames are shown.
+
{{--}} High frame rates require the GPU and CPU to work much harder, causing higher temperatures and power draw. This is more significant if there is no frame cap set.<ref>[http://steamcommunity.com/app/258970/discussions/0/619573787325370108/#c619573787335743529 Patch 1.1 - Why 60FPS Cap? 120hz+ Experience Killed :: Gauntlet™ General Discussions] - "The cap was made to try and stop the problem of people's GPU overheating"</ref><ref>[http://steamcommunity.com/app/305640/discussions/0/45350791312015347/ Patch Notes :: Shattered Planet General Discussions] - "Frame rate capped at 60 FPS to prevent overuse of system resources."</ref>
{{++}} Higher frame rates reduce blurring significantly (especially combined with technologies such as ULMB).
+
{{ii}} Some games may not be optimized for higher frame rates and may cause noticeable glitches (particularly with simulated physics) the more the frame rate increases. Many games therefore employ a frame rate cap, but others have one (usually at 30 or 60 FPS) for no discernible reason; this is particularly common in ports.
{{++}} Higher frame rates give you ability to play in stereoscopic 3D with active shutter glasses on certain monitors (e.g. NVidia 3D Vision)
 
{{--}} High frame rates will make the GPU / CPU work much harder, resulting in high temperatures. This is more significant if there is no frame cap set.<ref>[http://steamcommunity.com/app/258970/discussions/0/619573787325370108/#c619573787335743529 Patch 1.1 - Why 60FPS Cap? 120hz+ Experience Killed :: Gauntlet™ General Discussions] - "The cap was made to try and stop the problem of people's gpu overheating"</ref><ref>[http://steamcommunity.com/app/305640/discussions/0/45350791312015347/ Patch Notes :: Shattered Planet General Discussions] - "Frame rate capped at 60 FPS to prevent overusage of system resources."</ref>
 
{{--}} Many games with physics simulation are not optimized for frame rates other than a single fixed number, causing glitches, especially noticeable the more FPS increase
 
{{--}} Many therefore employ a cap, but others have one (usually at 30 or 60 FPS) for no reason, particularly common in ports.  
 
  
 
'''General information'''
 
'''General information'''
{{mm}} [[Wikipedia:frame rate|Frame Rate]] at Wikipedia
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{{mm}} [[Wikipedia:frame rate|Frame rate]] on Wikipedia
{{mm}} [http://120hz.net 120hz.NET - Source for 120hz 1440p Monitors]
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{{mm}} [http://www.blurbusters.com Blur Busters]
{{mm}} [http://www.blurbusters.com The Blur Busters]
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 +
'''FPS comparisons'''
 +
* [https://www.testufo.com/ Blur Busters' UFO Motion Tests]
 +
* [http://www.30vs60fps.com/ 30 FPS vs. 60 FPS Real game comparison]
 +
* [https://boallen.com/fps-compare-html5.html Bo Allen's 15 FPS vs. 30 FPS vs. 60 FPS comparison]
 +
* [https://www.youtube.com/watch?v=zquClG3j9so Wolfgang - 30 FPS vs. 60 FPS Gaming] (YouTube)
  
'''Frame rate''' or '''frame frequency''', often measured in '''frames per second (FPS)''', is the frequency (rate) that images (frames) render. It is a general concept not unique to computer video games.
+
==Measuring frame rate==
 +
{{ii}} May be inaccurate if game outputs duplicate frames, in which case you can record gameplay and analyze frames manually.
 +
FPS counters are a simple way of measuring the frame rate of a game, and showing average FPS over a short period of time. Most games with built-in FPS counters will use a key combination or console command to toggle the FPS counter, see game-specific articles for details. Alternatively, many third-party injectors drawing an overlay above the game supports measuring and showing a frame rate counter as well. As this is quite a common feature to see, practically all mainstream overlays support the feature, including [[Origin]], [[Steam]], [[Ubisoft Connect]], [http://www.fraps.com Fraps], [http://www.msi.com/page/afterburner MSI Afterburner], [http://www.guru3d.com/files-details/rtss-rivatuner-statistics-server-download.html RivaTuner Statistics Server (RTSS)], [[Special K]], and more. Some FPS counters, such as RivaTuner Statistics Server (RTSS) and Special K, supports more in-depth frame statistics and can show the frame pacing as a graph over time as well.
  
Frame rate affects the quality of a game experience, very low fps can hinder or distract from gameplay. High FPS looks good - smooth and fluid and low FPS looks bad - choppy and laggy. This is because in games frames are generated perfectly and interactively controlled so it's easier to notice jerky movement where in other media motion blurring is occurring naturally. Many games do offer motion blurring as graphical option but it's simulated and can distract even more as you can't clearly see what's happening in fast-paced points.  
+
==Increasing frame rate==
 +
The easiest and most effective way to increase the frame rate of a game is to simply lower the graphical settings available. This is also one of the greatest advantages of PC gaming as some users may prefer a higher frame rate and smoother gaming experience at the acceptable cost of visual fidelity, a choice not always available on other platforms. It is also possible a game-specific bug or issue is causing a lowered frame rate if a surprisingly low FPS is experienced; check the game-specific articles to see if this is the case and whether a possible fix exist.
  
There are several different frame rate comparison sites including [http://30vs60.com/ 30vs60], [http://boallen.com/fps-compare.html Bo Allens comparison] and [http://www.testufo.com/ UFO test]. Content on YouTube and GIFs are usually bad to compare as they usually lower overall quality significally<ref>https://i.imgur.com/PnQNhbo.jpg</ref> as well as show only FPS to certain degree; Gifs are 50 FPS max and most content on YouTube is 30 FPS as 60 FPS support was only announced June 2014<ref>[http://www.theguardian.com/technology/2014/jun/27/battlefield-hardline-youtube-trailers-games Battlefield Hardline ushers in era of smooth YouTube trailers | Technology | theguardian.com]</ref>. Also keep in mind that games are interactive media so smoothness doesn't only show but it also feels when you are actually playing.  
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If the frame rate is really low even with minimum settings, the best solution is to try to upgrade the hardware. Although some games allow going even lower with settings by editing configuration files, this typically requires time-consuming manual tweaking and testing and the results may not be satisfactory.
  
FPS is different for every game and setup, it depends on both software and hardware. Rendering is very complicated. Generally, more powerful and expensive hardware has higher FPS. However, problems with FPS are not always easy to solve, and there may be no solution.
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==Refresh rate==
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{{++}} High refresh rate allows for much smoother gameplay.
 +
{{ii}} Refresh rate determines maximum FPS when [[Glossary:Vertical sync (Vsync)|Vertical sync (Vsync)]] is enabled.
  
==Measuring FPS==
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'''{{W|Refresh rate}}''', most commonly the ''vertical'' refresh or scan rate, refers to the number of times per second a display refreshes (updates) its buffer, measured in hertz (Hz). While the frame rate measures how many frames of the game the system is capable of rendering per second, the refresh rate basically measures the maximum number of individual frames the display is capable of showing per second. Regular computer monitors use a fixed refresh rate, and typically supports 24, 30, 50 as well as 60 Hz refresh rates. This means using a frame rate above the configured refresh rate results in rendered frames that the monitor will be unable to show, while a frame rate below the configured refresh rate will result in the repeated drawing of identical frames.
An FPS counter is a simple way to show frame rate, and averages FPS over a short period of time.
 
  
Most games will have a key combination or console command to show or toggle a counter. See game-specific articles.
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Some games might default to using the lowest refresh rate supported by the monitor, resulting in reduced smoothness and possible screen tearing on high refresh rate monitors even if displayed FPS shows a high value. This happens most prominently for games using Crytek's CryEngine or Rebellion's Asura engine.
  
Alternatively, many overlays can show counters, including [http://www.fraps.com Fraps], [http://gaming.msi.com/features/afterburner MSI Afterburner], [http://www.evga.com/precision/ EVGA Precision], [http://www.guru3d.com/files-details/rtss-rivatuner-statistics-server-download.html RivaTuner Statistics Server], and others. [[Steam]] and [[Uplay]] clients also have an option to display an FPS counter in their respective overlays.
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When the frame rate and refresh rate of a monitor are not synchronized, a phenomenon known as screen tearing occurs when the graphics card outputs a new frame to the monitor while a refresh is ongoing. This is solved by using [[Glossary:Vertical sync (Vsync)|vertical sync (Vsync)]], which forces the graphics card to limit and synchronize the rendering of new frames to the vertical refresh rate of the monitor, or by using a monitor with support for [[Glossary:Variable refresh rate (VRR)|variable refresh rates (VRR)]] to allow the refresh rate of the monitor to dynamically be synchronized to the output of the graphics card.
  
==Increasing FPS==
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'''Related'''
Generally easiest and most effective way to increase games FPS is to simply lower graphical fidelity. This is also one of the greatest advantages of PC gaming overall as some users may want to have smoother experience at the cost of overall eye candy. Generally speaking, the newer the game and the higher the settings, the harder your computer has to work to make frames which results in lower overall FPS.
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{{mm}} [[Glossary:Vertical sync (Vsync)|Vertical sync (Vsync)]]
 +
{{mm}} [[Glossary:Variable refresh rate (VRR)|Variable refresh rates (VRR)]]
  
However, if you are experiencing surprisingly low FPS there may be issues in the game itself; see games article to see if there are fixes for the issue.  
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===Force games to use a custom refresh rate===
 +
{{Fixbox|description=See [[Special_K#Refresh rate (Hz)|Special K > Refresh rate (Hz)]] for instructions that works with DirectX 9 and 11 games.}}
  
If you have really low FPS even with minimum settings, the best solution is to try to upgrade the hardware. Some games allow going even lower with settings by editing configuration files but usually this is manual work and results may not be satisfactory.
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{{Fixbox|description=Forcing refresh rate via DirectX registry entries:|ref={{cn|date=April 2016}}|fix=
 +
{{ii}} This tweak will force DirectX games to run in your monitor's refresh rate.
 +
{{ii}} Use this tweak if some games default to a 24 Hz refresh rate on your HDTV.
  
==High frame rate==
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# Open the [[Registry Editor]]:
Regular 60Hz monitor refreshes 60 times per second so it can only show 60 FPS and it's usually useless to go beyond that. With higher refresh rate monitors it's possible to show more frames which result even smoother and even more responsive gameplay, but just like with [[Glossary:4K Ultra HD|resolution]] differences with higher values are smaller, but still make gameplay more enjoyable and reduce need for features like motion blurring and vsyncing but also require more powerful machine.
+
#* Vista and later: open the Start screen/Start menu, type <code>regedit</code>, press {{key|Enter}}.
 +
#* Windows XP: press {{key|Win|R}}, type <code>regedit</code>, press {{key|Enter}}.
 +
# Go to {{registry|{{p|hklm}}\SOFTWARE\Microsoft\DirectDraw}}.
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# Create DWORD entry {{registry|ForceRefreshRate}} and change its DECIMAL value to the refresh rate of your monitor.
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# 64-bit users will need to do this at {{registry|{{p|hklm}}\SOFTWARE\{{p|wow64}}\Microsoft\DirectDraw}} as well.
 +
}}
  
Without Vsync you see less tearing and stuttering as time those are shown is much lower. However, there are technologies that can adjust screen's refresh rate according to game's frame rate, these include '''Nvidia Gsync'''<ref>[http://www.geforce.com/hardware/technology/g-sync G-SYNC Technology Overview | GeForce | GeForce]</ref> and Dynamic Refresh Rate aka '''FreeSync''' which is part of DisplayPort standard<ref>[http://www.vesa.org/news/vesa-adds-adaptive-sync-to-popular-displayport-video-standard/ VESA® Adds ‘Adaptive-Sync’ to Popular DisplayPort™ Video Standard | VESA]</ref>. Gsync is available in selected models and can be installed in some older models where FreeSync should be available in models supporting 1.2a Display port standard.  
+
==High frame/refresh rates==
 +
Using a higher frame rate in conjunction with a higher refresh rate monitor, it is possible to show more frames which can result in an even smoother and more responsive gameplay. But just like with [[Glossary:4K Ultra HD|higher resolutions]], perceived differences at higher levels are much smaller although it can still make gameplay more enjoyable and reduce the need for features like motion blurring and vertical sync (Vsync).
  
 
===Stereoscopic 3D===
 
===Stereoscopic 3D===
 
{{Image|HFR - Nvidia stereo 3D.png|Stereoscopic 3D in [[Nvidia]] Control Panel. For example [[Series:Batman: Arkham|Batman games]] have native support.}}
 
{{Image|HFR - Nvidia stereo 3D.png|Stereoscopic 3D in [[Nvidia]] Control Panel. For example [[Series:Batman: Arkham|Batman games]] have native support.}}
One of less used features of high frame rate display is ability to play and view content in stereoscopic 3D. There are few reasons for this; it usually requires buying separate 3D glasses kit with transmitter, some displays only support certain GPU e.g. "''Nvidia 3D Vision Ready''" monitors usually only work with [[Nvidia|Nvidia GPU]] and if game haven't been done this in mind there may be problems with crosshair, shadows, object depth, etc.
 
  
Also virtual reality devices use stereoscopic 3D.  
+
{{ii}} Virtual reality devices use stereoscopic 3D.
  
===Using 3D HDTVs===
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One of the less used features of high refresh rate displays is the ability to play and view content in stereoscopic 3D. There are a few reasons for this; it usually requires buying separate 3D glasses kit with transmitter, some displays only support certain graphics cards (e.g. "''Nvidia 3D Vision Ready''" monitors usually only work with [[Nvidia|Nvidia GPU]]) and games not designed with it in mind can experience depth related issues with crosshair, shadows, object depth, and more.
Most 3D HDTVs do not accept a 120Hz input but this can be forced; see [http://www.blurbusters.com/faq/120hz-pc-to-tv/ True 120Hz from PC to TV] for testing results.
+
 
 +
===3D HDTVs===
 +
Most 3D HDTVs do not accept a 120Hz input but this can be forced; see Blur Buster's [http://www.blurbusters.com/faq/120hz-pc-to-tv/ True 120Hz from PC to TV] for testing results.
  
 
===LightBoost===
 
===LightBoost===
With some monitors it's possible to turn on '''LightBoost''' which almost completely eliminates motion blurring. As of Spring 2014, a few Asus, Samsung and BenQ monitors support it. It's normally used when viewing 3D image so it's not usable with regular use by default. There is few ways to enable this with Asus and BenQ monitors and easiest way is [http://www.monitortests.com/forum/Thread-Strobelight-LightBoost-Utility-for-AMD-ATI-and-NVIDIA ToastyX Strobelight] program.  
+
With some monitors, it is possible to turn on '''LightBoost''' which almost completely eliminates motion blurring. Lightboost is normally used when displaying 3D modes and content so it is not available for regular use by default. There are a few ways to enable this with Asus and BenQ monitors and the easiest way is by using the [http://www.monitortests.com/forum/Thread-Strobelight-LightBoost-Utility-for-AMD-ATI-and-NVIDIA ToastyX Strobelight] program. With Samsung monitors simply configure the refresh rate of the PC to 120 Hz and on the monitor configure '''Response Time''' to <code>Normal</code> and enable <code>3D</code>.
With Samsung monitors simply set refresh rate to 120 Hz from PC, then from monitor change “Response Time” to “Normal” and then turn 3D on.
 
  
 
===LightBoost successors===
 
===LightBoost successors===
LightBoost hack has shown that there is demand for such feature among PC gamers. Soon after some monitor manufacturers started to integrate it into official feature list of their monitors. Examples:
+
The original LightBoost hack showed that there was a demand for a low motion blur mode among users, and soon after the initial reveal of the hack manufacturers started to incorporate it as an official feature of their monitors as a blur reduction mode. The main difference from the original hack is that its successors produce much better colors and gamma.
 +
 
 +
Examples includes:
 
* Eizo FG2421 (Turbo240)
 
* Eizo FG2421 (Turbo240)
 
* BENQ XL2420Z (BENQ Blur Reduction)
 
* BENQ XL2420Z (BENQ Blur Reduction)
 
* Asus ROG Swift PG278Q (ULMB)
 
* Asus ROG Swift PG278Q (ULMB)
Main difference from LightBoost hack method is that they produce much better colors and gamma.
+
 
 +
===HDMI signal overclock on 60 Hz displays that also have VGA ports===
 +
Many PC monitors that are officially listed as 60 Hz, but which have both HDMI and VGA input ports, have their hardware designed to support both ports' official resolutions: Namely 1920x1080 at 60 Hz for HDMI, and 1024x768 at 75 Hz for VGA. Such monitors can often be overclocked to 1920x1080 at either 75 Hz or 72 Hz with tools like [https://www.monitortests.com/forum/Thread-Custom-Resolution-Utility-CRU Custom Resolution Utility], in an attempt to combine both of the resolution specifications; although it is <i>highly</i> recommended to try out such resolutions through e.g. Nvidia Control Panel first.<ref>{{Refcheck|user=Dandelion Sprout|date=2021-05-29}}</ref>
  
 
==Frame rate capping==
 
==Frame rate capping==
 
{{Image|Skyrim - HFR.jpg|[[The Elder Scrolls V: Skyrim|Skyrim]]'s physics become buggy at above 100 FPS}}
 
{{Image|Skyrim - HFR.jpg|[[The Elder Scrolls V: Skyrim|Skyrim]]'s physics become buggy at above 100 FPS}}
  
 +
'''Capping''' (limiting) the frame rate of a game can provide benefits to various use cases, whether that is to lower the temperature and noise levels to more manageable levels, lower the power draw of the system, solve high frame rate related issues of a game, provide an overall more stable frame pacing, or just in general decrease the FPS to a desired level and not allow it to go higher. Although the use cases varies, not all methods of capping the FPS of a game might be applicable as the methods differ and so do their (dis)advantages. See the table below for an overview of some of the common ways of capping frame rate. There are also [[#Driver-provided solutions|driver-provided solutions]] described further below.
 
{{++}} Can fix games that breaks on the wrong frame rate (such as the engine's clock running at over double the intended speed).
 
{{++}} Can fix games that breaks on the wrong frame rate (such as the engine's clock running at over double the intended speed).
{{++}} On fixed refresh rate monitors, may solve the micro-stuttering that happens when frames time is far from being a multiple of refresh period in (i.e. stable 45FPS on a 60Hz screen would have every odd frame delivered after 33ms, and every even after 16).<ref>[http://www.tweakguides.com/Graphics_5.html Gamer's Graphics & Display Settings Guide - TweakGuides.com]</ref>
+
{{++}} On fixed refresh rate monitors, may solve the micro-stuttering that happens when frames time is far from being a multiple of refresh period in (i.e. stable 45 FPS on a 60 Hz screen would have every odd frame delivered after 33 ms, and every even after 16).<ref>[https://tweakguides.pcgamingwiki.com/Graphics_5.html Gamer's Graphics & Display Settings Guide - TweakGuides.com]</ref>
 
{{--}} Might disrupt frame time analysis algorithms that govern [[Glossary:Variable refresh rate (VRR)|VRR]]<ref>[https://www.reddit.com/r/Amd/comments/90snui/what_is_the_best_configuration_for/e2sumqg/ MechanizedConstruct's mtrai's Freesync FAQ on the comments of AMD's Robert Hallock : Amd - Reddit]</ref>, if the limit is placed just over the (dis)engaging threshold.
 
{{--}} Might disrupt frame time analysis algorithms that govern [[Glossary:Variable refresh rate (VRR)|VRR]]<ref>[https://www.reddit.com/r/Amd/comments/90snui/what_is_the_best_configuration_for/e2sumqg/ MechanizedConstruct's mtrai's Freesync FAQ on the comments of AMD's Robert Hallock : Amd - Reddit]</ref>, if the limit is placed just over the (dis)engaging threshold.
{{--}} Capping the frame rate with external tools introduces input latency, ''particularly so'' if they are driver-provided ones.<ref>[https://www.blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/12/ G-SYNC 101: External FPS Limiter HOWTO | Blur Busters]</ref><ref name="battlenonense-freesync-vs-gsync-delay-analysis">[https://www.youtube.com/watch?v=mVNRNOcLUuA&t=893 FreeSync vs. G-Sync Delay Analysis - YouTube]</ref>
 
 
'''Capping''' (limiting) the frame rate of a game might be of interest to some as this have various use cases, whether that is to lower the temperature and noise levels to more manageable levels, lower the power draw of the system, solve high frame rate related issues of a game, provide an overall more stable frame pacing, or just in general decrease the FPS to a desired level and not allow it to go higher. Although the use cases varies, not all methods of capping the FPS of a game might be applicable as the methods differs and so does their (dis)advantages. See the table below for an overview of some of the common ways of capping the frame rate. There is also [[#Driver-provided solutions|driver-provided solutions]] described further below.
 
  
 
{| class="page-normaltable pcgwikitable" style="min-width: 100%; max-width: 100%; width: auto"
 
{| class="page-normaltable pcgwikitable" style="min-width: 100%; max-width: 100%; width: auto"
! style="width:250px;" | Method
+
! style="width:210px;" | Method
 
! style="width:50px;" | OS
 
! style="width:50px;" | OS
 
! style="width:245px;" | {{++}} Advantages
 
! style="width:245px;" | {{++}} Advantages
 
! style="width:245px;" | {{--}} Disadvantages
 
! style="width:245px;" | {{--}} Disadvantages
 
|-
 
|-
! style="text-align:center;font-weight:initial;" | [[Dxtory]]<br/>''[Cap], "limit video FPS" under "Advanced".''
+
! style="text-align:center;font-weight:initial;" | [https://www.guru3d.com/files_details/rtss_rivatuner_statistics_server_download.html RivaTuner Statistics Server] (RTSS)<br/>''[Cap], [[#Universal solution|instructions below]].''
 
|
 
|
 
Windows
 
Windows
Line 86: Line 114:
 
Game profiles, automatic when game is opened.<br>
 
Game profiles, automatic when game is opened.<br>
 
Can be changed while game is running.<br>
 
Can be changed while game is running.<br>
Works with games from the [[Windows Store]].
+
Supports DirectX 12 as well as [[Store:Microsoft Store|Microsoft Store]] games.
 
|
 
|
 
Program must be running in the background.<br>
 
Program must be running in the background.<br>
 
Requires administrator permissions to run.
 
Requires administrator permissions to run.
 
|-
 
|-
! style="text-align:center;font-weight:initial;" | [https://community.pcgamingwiki.com/files/file/897-gedosato/ GeDoSaTo]<br/>''[Cap], modify '''fpsLimit''' value.''
+
! style="text-align:center;font-weight:initial;" | [https://bandicam.com/ Bandicam]<br/>''[Cap], '''FPS''' -> '''Set FPS Limit to''' (Uncheck "only when capturing").''
 
|
 
|
 
Windows
 
Windows
 
|
 
|
Predictive capping, which can reduce input lag introduced with traditional capping.<ref>[http://blog.metaclassofnil.com/?p=715 GeDoSaTo FPS capping, modding controversies | metaclassofnilblog]</ref>
+
Can be changed while game is running.<br>
 +
Supports DirectX/OpenGL/Vulkan.
 
|
 
|
 +
Trial. (Never expires, FPS limiting always works.)<br>
 
Program must be running in the background.<br>
 
Program must be running in the background.<br>
Currently only supports DirectX 9 games.
+
Requires administrator permissions to run.
 
|-
 
|-
! style="text-align:center;font-weight:initial;" | [http://www.guru3d.com/files_details/rtss_rivatuner_statistics_server_download.html RivaTuner Statistics Server]<br/>''[Cap], instructions below.''
+
! style="text-align:center;font-weight:initial;" | [[Dxtory]]<br/>''[Cap], '''Advanced''' -> '''Limit Video FPS'''.''
 
|
 
|
 
Windows
 
Windows
 
|
 
|
Adds the least amount of input delay.<br>
+
Game profiles, automatic when game is opened.<br>
Supports game-specific profiles.<br>
+
Can be changed while game is running.<br>
Can be changed while game is running.
+
Supports DirectX 12 as well as [[Store:Microsoft Store|Microsoft Store]] games.
 
|
 
|
 +
'''Not freeware; requires a purchase after the trial has ended.'''<br>
 
Program must be running in the background.<br>
 
Program must be running in the background.<br>
 
Requires administrator permissions to run.
 
Requires administrator permissions to run.
 
|-
 
|-
! style="text-align:center;font-weight:initial;" | [[Special K]]<br/>''[Cap], modify '''Framerate Limiter''' value via in-game OSD.<br/>({{key|Ctrl|Shift|Backspace}})''
+
! style="text-align:center;font-weight:initial;" | [https://community.pcgamingwiki.com/files/file/897-gedosato/ GeDoSaTo]<br/>''[Cap], modify '''fpsLimit''' value.''
 +
|
 +
Windows
 +
|
 +
Predictive capping, which can reduce input lag introduced with traditional capping.<ref>[http://blog.metaclassofnil.com/?p=715 GeDoSaTo FPS capping, modding controversies | metaclassofnilblog]</ref>
 +
|
 +
Program must be running in the background.<br>
 +
Only supports DirectX 9 games.
 +
|-
 +
! style="text-align:center;font-weight:initial;" | [[Special K]]<br/>''[Cap] [Vsync], modify '''Framerate Limiter''' value via in-game OSD.<br/>{{key|Ctrl|Shift|Backspace}}''
 
|
 
|
 
Windows
 
Windows
 
|
 
|
Supports game-specific profiles.<br>
+
Game profiles, automatic when game is opened.<br>
 
Can be changed on the fly while playing.<br>
 
Can be changed on the fly while playing.<br>
 
Frame rate smoothness control for more consistent frame rates.
 
Frame rate smoothness control for more consistent frame rates.
 +
Controls both Vsync and frame rate.
 
|
 
|
 
May run into compatibility issues with some games and external software.<br>
 
May run into compatibility issues with some games and external software.<br>
Does not support DirectX 12 or Vulkan.
+
Supports DirectX 9, 11, and OpenGL. Vulkan is partially supported.
 
|-
 
|-
! style="text-align:center;font-weight:initial;" | [https://gitlab.com/torkel104/libstrangle strangle]<br/>''[Cap], [Vsync] instructions [[Glossary:Vertical sync (Vsync)#Force vertical sync (Vsync)|here.]]''
+
! style="text-align:center;font-weight:initial;" | [[DgVoodoo_2#General_Extended|dgvoodoo2]]<br/>''[Cap], '''GeneralExt''' -> '''FPS limit'''<br/>''
 +
|
 +
Windows
 +
|
 +
Converts Glide, DirectDraw and Direct3D 2-9 calls to Direct3D 11 or 12, improving compatibility.<br>
 +
|
 +
Requires Windows 7 and up.<br>
 +
Doesn't support games that use Direct3D 10 and up, OpenGL or Vulkan.
 +
|-
 +
! style="text-align:center;font-weight:initial;" | ThirteenAG's [https://github.com/ThirteenAG/d3d8-wrapper/releases D3D8] and [https://github.com/ThirteenAG/d3d9-wrapper/releases D3D9] wrappers<br/>''[Cap], modify '''FPSLimit''' variable in the ini.<br/>''
 +
|
 +
Windows
 +
|
 +
The D3D8 version converts the game to D3D9 improving compatibility.<br>
 +
Can also be used to force windowed mode.<br>
 +
Easy to use and very elegant solution.
 +
|
 +
Only supports DirectX 8 and 9 based games.<br>
 +
|-
 +
! style="text-align:center;font-weight:initial;" | [https://gitlab.com/torkel104/libstrangle strangle]<br/>''[Cap] [Vsync], instructions [[Glossary:Vertical sync (Vsync)#Vendor agnostic solution|here.]]''
 
|
 
|
 
Linux
 
Linux
 
|
 
|
Controls both Vsync and framerate.
+
Controls both Vsync and frame rate.
 +
|
 +
|-
 +
! style="text-align:center;font-weight:initial;" | [https://github.com/flightlessmango/MangoHud MangoHud]<br/>''[Cap] [Vsync]''
 +
|
 +
Linux
 +
|
 +
Controls both Vsync and frame rate, can toggle between different caps.
 +
|
 +
Windows support is limited.
 +
|-
 +
! style="text-align:center;font-weight:initial;" | [https://github.com/doitsujin/dxvk DXVK]<br/>''[Cap]''
 +
|
 +
Linux, Windows
 +
|
 +
Doesn't require additional tool if already used.
 +
|
 +
Not included in versions older than Version 1.9. Doesn't work for D3D12 and Vulkan games.
 +
|-
 +
! style="text-align:center;font-weight:initial;" | In-game FPS limiter<br/>''[Cap]''
 +
|
 +
Windows, Linux
 +
|
 +
Can provide the lowest added input latency if implemented correctly by the developers.<br>
 +
No need for external tools.
 
|
 
|
 +
Not available in all games.<br>
 +
Disadvantages depends on how the limiter is implemented by the developers. Some games might have a worse FPS limiter than the ones provided by external tools.
 
|-
 
|-
! style="text-align:center;font-weight:initial;" | Change monitors refresh rate to the desired framerate number and enable [[Glossary:Vertical sync (Vsync)|Vsync]].<br/>''[Vsync]''
+
! style="text-align:center;font-weight:initial;" | Change monitor refresh rate to the desired frame rate number and enable [[Glossary:Vertical sync (Vsync)|Vsync]].<br/>''[Vsync]''
 
|
 
|
 
Windows, Linux
 
Windows, Linux
 
|
 
|
No need for external programs.<br>
+
No need for external tools.<br>
 
Should '''only''' be used based on the premise you ''already'' wanted to get rid of tearing to begin with.
 
Should '''only''' be used based on the premise you ''already'' wanted to get rid of tearing to begin with.
 
|
 
|
Line 151: Line 237:
 
|}
 
|}
  
{{Fixbox|description=Universal solution - RivaTuner Statistics Server (recommended)|ref={{cn|date=July 2016}}|fix=
+
===Universal solution===
# Download and install [http://www.guru3d.com/files_details/rtss_rivatuner_statistics_server_download.html RivaTuner Statistics Server]
+
{{Fixbox|description=Universal solution - RivaTuner Statistics Server (recommended)|ref=<ref>{{Refcheck|user=Keith|date=2020-04-20|comment=}}</ref>|fix=
 +
# Download and install [https://www.guru3d.com/files_details/rtss_rivatuner_statistics_server_download.html RivaTuner Statistics Server].
 
# Run the program.
 
# Run the program.
# Select desired profile or add custom profile.
+
# Add the game's profile manually, or select the global profile.
# Set '''Framerate limit''' to desired value.
+
# Set '''Framerate limit''' to desired value. Set it to zero to disable the limit.
  
 
'''Notes'''
 
'''Notes'''
{{ii}} RTSS comes with [[EVGA Precision]] and [[MSI Afterburner]], but may be outdated.
+
{{ii}} RTSS is also bundled with [https://www.msi.com/page/afterburner MSI Afterburner] but may be outdated.
{{ii}} Setting a locked framerate to a "global" configuration can result in worse frame times, as well as in severe input lag, for much better results refer to create individual profiles for each game/program.
+
{{ii}} If you're using RTSS as a standalone frame rate monitoring solution, enable the '''Show own statistics''' option to allow RTSS to show its own frame rate statistics without running any additional client applications.
{{--}} In some cases, having it installed can produce erratic behavior for some games, such as frame pacing issues, stuttering, and capping fps without configuration.{{CN}}
+
{{ii}} As of v7.3.0, you can set a hotkey to toggle the frame rate limiter while in game, by going to '''Setup''', '''Plugins''', and editing the '''HotkeyHandler.dll''' properties once its enabled.
 
}}
 
}}
  
 
===Driver-provided solutions===
 
===Driver-provided solutions===
{{--}} Driver-provided solutions tend to have a higher cost of added input latency than built-in or external FPS limiters.<ref name="battlenonense-freesync-vs-gsync-delay-analysis"/>
+
{{ii}} Driver-provided solutions have historically had a higher cost of added input latency than built-in or external FPS limiters,<ref>{{Refurl|url=https://www.youtube.com/watch?v=mVNRNOcLUuA|title=Battle(non)sense - FreeSync vs. G-Sync Delay Analysis|date=2020-10-25}}</ref> although as of 2020 this is not always the case.<ref>{{Refurl|url=https://www.youtube.com/watch?v=W66pTe8YM2s|title=Battle(non)sense - NVIDIA's NEW FPS Limiter vs. RTSS & In-Engine Limiters / Input Lag Results|date=2020-10-25}}</ref><ref>[https://old.reddit.com/r/allbenchmarks/comments/gohkn9/specialks_frame_rate_limiter_review_dx11_based/ SpecialK's Frame Rate Limiter Review (DX11 based): Comparing Frame Time Consistency And Approximate Latency. : allbenchmarks - Reddit]</ref>
 +
{{--}} Nonfunctional for games that use '''Direct3D 8''' on '''Windows 10 and later'''. Can be worked around by using a wrapper, e.g. [[DgVoodoo_2#DirectX_8|dgVoodoo 2]], d3d8to9.
  
{{Fixbox|description=AMD specific solution (''FRTC'' or ''Chill'') - AMD Radeon Software|ref=<ref>{{Refurl|url=https://www.anandtech.com/show/12147/amd-releases-radeon-software-adrenalin-edition/2|title=AnandTech - AMD Releases Radeon Software Adrenalin Edition: Overlay, App & More for 2017|date=2018-09-23}}</ref>|fix=
+
====AMD-specific solutions====
 +
{{Fixbox|description=AMD Radeon Software - FRTC or Chill|ref=<ref>{{Refurl|url=https://www.anandtech.com/show/12147/amd-releases-radeon-software-adrenalin-edition/2|title=AnandTech - AMD Releases Radeon Software Adrenalin Edition: Overlay, App & More for 2017|date=2018-09-23}}</ref>|fix=
 
{{ii}} AMD provides two options to limit the frame rate of a game, '''FRTC''' (frame rate target control) and '''Chill'''. The intended goal of both are slightly different.<ref>{{Refurl|url=https://www.youtube.com/watch?v=mVNRNOcLUuA&lc=UgilxVYZvV7iEngCoAEC.8S84sIfhchO8SD7V2NvCvc|title=YouTube - Battle(non)sense - FreeSync vs. G-Sync Delay Analysis - Highlighted reply by Eugene Fainstain (AMD employee/creator of Radeon Chill)|date=2018-09-23}}</ref>
 
{{ii}} AMD provides two options to limit the frame rate of a game, '''FRTC''' (frame rate target control) and '''Chill'''. The intended goal of both are slightly different.<ref>{{Refurl|url=https://www.youtube.com/watch?v=mVNRNOcLUuA&lc=UgilxVYZvV7iEngCoAEC.8S84sIfhchO8SD7V2NvCvc|title=YouTube - Battle(non)sense - FreeSync vs. G-Sync Delay Analysis - Highlighted reply by Eugene Fainstain (AMD employee/creator of Radeon Chill)|date=2018-09-23}}</ref>
* '''FRTC''' ensures a steady output of frames from the GPU to the display, at the cost of input lag. Changes to the FRTC must be done prior to launching the game.<ref>{{Refurl|url=https://support.amd.com/en-us/kb-articles/Pages/DH-026.aspx#OverlayFRTC|title=AMD - Using Radeon™ Overlay to Adjust Gaming and Visual Settings|date=2018-09-23}}</ref>
+
* [https://www.amd.com/en/support/kb/faq/dh-012#faq-Frame-Rate-Target-Control- '''FRTC'''] ensures a steady output of frames from the GPU to the display, at the cost of input lag. Changes to the FRTC must be done prior to launching the game.<ref>{{Refurl|url=https://support.amd.com/en-us/kb-articles/Pages/DH-026.aspx#OverlayFRTC|title=AMD - Using Radeon Overlay to Adjust Gaming and Visual Settings|date=2018-09-23}}</ref>
* '''Chill''' ensures a steady stream of frames is sent from the CPU to the GPU, at the cost of fluctuation in the output stream from the GPU to the display. This is intended for use with variable frame rate and [[Glossary:Variable refresh rate (VRR)|refresh rate]] monitors and lowers input latency.
+
* [https://www.amd.com/en/support/kb/faq/dh-033 '''Chill'''] ensures a steady stream of frames is sent from the CPU to the GPU, at the cost of fluctuation in the output stream from the GPU to the display. This is intended for use with variable frame rate and [[Glossary:Variable refresh rate (VRR)|refresh rate]] monitors and lowers input latency.
  
 
# Download and install the latest version of [https://www.amd.com/en/technologies/radeon-software Radeon Software].
 
# Download and install the latest version of [https://www.amd.com/en/technologies/radeon-software Radeon Software].
Line 177: Line 266:
 
}}
 
}}
  
{{Fixbox|description=AMD specific solution - RadeonPro (older AMD cards)|ref={{cn|date=July 2016}}|fix=
+
{{Fixbox|description=RadeonPro (older AMD cards)|ref={{cn|date=July 2016}}|fix=
 
# Download and install [http://www.radeonpro.info/ RadeonPro]
 
# Download and install [http://www.radeonpro.info/ RadeonPro]
 
# Run the program and '''Add new profile'''.
 
# Run the program and '''Add new profile'''.
Line 184: Line 273:
 
# Set it as you desire.
 
# Set it as you desire.
 
# Right click on the just created profile on the left and press '''Apply now'''.
 
# Right click on the just created profile on the left and press '''Apply now'''.
 +
}}
 +
 +
====NVIDIA-specific solutions====
 +
 +
{{Fixbox|description=NVIDIA Control Panel|ref=<ref>{{Refcheck|user=Aemony|date=2020-09-10|comment=Comment (optional)}}</ref>|fix=
 +
# Open Nvidia Control Panel
 +
# Navigate to '''Manage 3D settings''' and click on the '''Program Settings''' tab.
 +
# Select desired [https://nvidia.custhelp.com/app/answers/detail/a_id/4958/~/max-frame-rate%3A-cap-frame-rates%2C-save-power%2C-and-more '''Max Frame Rate'''] to desired value.
 +
# Apply the changes.
 +
 +
'''Notes'''
 +
{{ii}} This makes use of what is usually referred to as "V3" of Nvidia's FPS limiter and was introduced in January of 2020.<ref>{{Refurl|url=https://www.destructoid.com/stories/nvidia-added-a-frame-rate-limiter-with-the-new-geforce-driver-577218.phtml|title=Destructoid - Nvidia added a frame rate limiter with the new GeForce driver|date=2020-09-10}}</ref>
 
}}
 
}}
  
 
{{Image|Nvidia inspector.png|Nvidia Inspector}}
 
{{Image|Nvidia inspector.png|Nvidia Inspector}}
{{Fixbox|description=Nvidia specific solution - NVIDIA Profile Inspector|ref=<ref>{{Refcheck|user=Hawaii_Beach|date=2017-01-09|comment=}}</ref>|fix=
+
{{Fixbox|description=NVIDIA Profile Inspector|ref=<ref>{{Refcheck|user=Hawaii_Beach|date=2017-01-09|comment=}}</ref>|fix=
# Download and run [[NVIDIA Profile Inspector]].
+
# Download and run [[Nvidia Profile Inspector]].
 
# Select desired profile or add custom profile.
 
# Select desired profile or add custom profile.
 
# Set '''Frame Rate Limiter''' to desired value.
 
# Set '''Frame Rate Limiter''' to desired value.
Line 194: Line 295:
  
 
'''Notes'''
 
'''Notes'''
{{ii}} The v2 FPS cap locks better.<ref>[http://forums.guru3d.com/showpost.php?p=5328880&postcount=7 Guru3D.com Forums - View Single Post - NVidia Inspector 1.9.7.6 + FPS limit 59.7 = microstutter]</ref>
+
{{ii}} Set <code>Frame Rate Limiter Mode</code> to <code>Limiter V1</code> for less input lag.<ref>[https://github.com/Orbmu2k/nvidiaProfileInspector/blob/master/nspector/CustomSettingNames.xml#L315 nvidiaProfileInspector/CustomSettingNames.xml at master · Orbmu2k/nvidiaProfileInspector]</ref>
{{--}} Introduces as much input lag as v-sync does.<ref>[https://www.youtube.com/watch?v=rs0PYCpBJjc FPS Limiter Lag Analysis For G-Sync & V-Sync - YouTube]</ref>
+
{{--}} Adds about the same input lag as v-sync does.<ref>[https://www.youtube.com/watch?v=rs0PYCpBJjc FPS Limiter Lag Analysis For G-Sync & V-Sync - YouTube]</ref>
 
}}
 
}}
  
Line 201: Line 302:
 
{{mm}} [https://www.youtube.com/watch?v=YCWZ_kWTB9w Techquickie - Monitor & TV Refresh Rates as Fast As Possible - YouTube]
 
{{mm}} [https://www.youtube.com/watch?v=YCWZ_kWTB9w Techquickie - Monitor & TV Refresh Rates as Fast As Possible - YouTube]
 
{{mm}} [http://www.gamespot.com/videos/reality-check-do-we-need-60-fps-on-ps4-and-xbox-on/2300-6415658/ Reality Check - Do we need 60 FPS on PS4 and Xbox One?  - GameSpot] - 60 FPS video
 
{{mm}} [http://www.gamespot.com/videos/reality-check-do-we-need-60-fps-on-ps4-and-xbox-on/2300-6415658/ Reality Check - Do we need 60 FPS on PS4 and Xbox One?  - GameSpot] - 60 FPS video
{{mm}} [http://www.eurogamer.net/articles/digitalfoundry-2014-the-case-for-30fps-pc-gaming The case for 30fps PC gaming -  Why frame-rate control is just as important as display resolution and quality presets.]
+
{{mm}} [https://www.eurogamer.net/articles/digitalfoundry-2014-the-case-for-30fps-pc-gaming The case for 30fps PC gaming -  Why frame-rate control is just as important as display resolution and quality presets.]
  
 
{{references}}
 
{{references}}
 
[[Category:Graphics Term]]
 
[[Category:Graphics Term]]

Latest revision as of 19:29, 3 December 2023

Difference of framerates shown in tenth of a second.
Difference of framerates shown in tenth of a second.

For a list of games with support, see high frame rate support (120+ FPS) or 60 FPS support. For a list of games without support, see games that do not support 60 FPS.

Frame rate or frame frequency, often measured in frames per second (FPS), is the frequency (rate) of which frames (images) are rendered at. It is a general concept not unique to computer video games, although it is an important aspect for video games as it can affect the quality of the game experience.

High frame rates look good - smooth and fluid; low frame rates look bad - uneven and laggy.

This perception of the game experience is because games are interactively controlled and frames are generated as still points in time with no natural motion blur. This makes it easier to notice jerky movement, while in other media motion blurring occurs naturally. Many games do offer simulated motion blur as a graphical option but this can distract even more as the player might be unable to clearly see what happens on-screen in fast-paced sequences.

The achieved frame rate is different for every game and setup and depends on both software and hardware as rendering is quite complex with multiple factors involved. The newer the game and the higher the graphical settings, the harder the computer will have to work to render the frames, which results in a lower overall FPS. Although generally more powerful and expensive hardware will have a higher frame rate, and vice versa. A side effect of the complicated nature of rendering and the factors involved is that problems with the frame rate of a game or multiple games might not always be easy to solve, and may at times not even have a solution.

To better perceive and understand the difference between various frame rates, some form of comparison media can be used. There are several different ones, including websites (listed below), GIFs, and 60 FPS videos on YouTube. Content on YouTube and GIFs are usually bad to compare as the overall quality might be lowered as a result of the compression applied,[1] or only showing FPS to a certain degree; GIFs have a maximum of 50 FPS, YouTube might default to 30 FPS for playback, and most movies are filmed at 24 FPS. Also, keep in mind that games are interactive media so a higher frame rate might not only look different but also feel different when interacting with the game.

Key points

High frame rates make gameplay feel and look smoother, reduces input latency, and may make screen tearing and stuttering less noticeable. When used in conjunction with a higher refresh rate, motion blur is also reduced significantly (especially combined with low motion blur technologies).
High frame rates require the GPU and CPU to work much harder, causing higher temperatures and power draw. This is more significant if there is no frame cap set.[2][3]
Some games may not be optimized for higher frame rates and may cause noticeable glitches (particularly with simulated physics) the more the frame rate increases. Many games therefore employ a frame rate cap, but others have one (usually at 30 or 60 FPS) for no discernible reason; this is particularly common in ports.

General information

Frame rate on Wikipedia
Blur Busters

FPS comparisons

Measuring frame rate

May be inaccurate if game outputs duplicate frames, in which case you can record gameplay and analyze frames manually.

FPS counters are a simple way of measuring the frame rate of a game, and showing average FPS over a short period of time. Most games with built-in FPS counters will use a key combination or console command to toggle the FPS counter, see game-specific articles for details. Alternatively, many third-party injectors drawing an overlay above the game supports measuring and showing a frame rate counter as well. As this is quite a common feature to see, practically all mainstream overlays support the feature, including Origin, Steam, Ubisoft Connect, Fraps, MSI Afterburner, RivaTuner Statistics Server (RTSS), Special K, and more. Some FPS counters, such as RivaTuner Statistics Server (RTSS) and Special K, supports more in-depth frame statistics and can show the frame pacing as a graph over time as well.

Increasing frame rate

The easiest and most effective way to increase the frame rate of a game is to simply lower the graphical settings available. This is also one of the greatest advantages of PC gaming as some users may prefer a higher frame rate and smoother gaming experience at the acceptable cost of visual fidelity, a choice not always available on other platforms. It is also possible a game-specific bug or issue is causing a lowered frame rate if a surprisingly low FPS is experienced; check the game-specific articles to see if this is the case and whether a possible fix exist.

If the frame rate is really low even with minimum settings, the best solution is to try to upgrade the hardware. Although some games allow going even lower with settings by editing configuration files, this typically requires time-consuming manual tweaking and testing and the results may not be satisfactory.

Refresh rate

High refresh rate allows for much smoother gameplay.
Refresh rate determines maximum FPS when Vertical sync (Vsync) is enabled.

Refresh rate, most commonly the vertical refresh or scan rate, refers to the number of times per second a display refreshes (updates) its buffer, measured in hertz (Hz). While the frame rate measures how many frames of the game the system is capable of rendering per second, the refresh rate basically measures the maximum number of individual frames the display is capable of showing per second. Regular computer monitors use a fixed refresh rate, and typically supports 24, 30, 50 as well as 60 Hz refresh rates. This means using a frame rate above the configured refresh rate results in rendered frames that the monitor will be unable to show, while a frame rate below the configured refresh rate will result in the repeated drawing of identical frames.

Some games might default to using the lowest refresh rate supported by the monitor, resulting in reduced smoothness and possible screen tearing on high refresh rate monitors even if displayed FPS shows a high value. This happens most prominently for games using Crytek's CryEngine or Rebellion's Asura engine.

When the frame rate and refresh rate of a monitor are not synchronized, a phenomenon known as screen tearing occurs when the graphics card outputs a new frame to the monitor while a refresh is ongoing. This is solved by using vertical sync (Vsync), which forces the graphics card to limit and synchronize the rendering of new frames to the vertical refresh rate of the monitor, or by using a monitor with support for variable refresh rates (VRR) to allow the refresh rate of the monitor to dynamically be synchronized to the output of the graphics card.

Related

Vertical sync (Vsync)
Variable refresh rates (VRR)

Force games to use a custom refresh rate

See Special K > Refresh rate (Hz) for instructions that works with DirectX 9 and 11 games.
Forcing refresh rate via DirectX registry entries:[citation needed]
This tweak will force DirectX games to run in your monitor's refresh rate.
Use this tweak if some games default to a 24 Hz refresh rate on your HDTV.
  1. Open the Registry Editor:
    • Vista and later: open the Start screen/Start menu, type regedit, press Enter.
    • Windows XP: press Win+R, type regedit, press Enter.
  2. Go to HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\DirectDraw.
  3. Create DWORD entry ForceRefreshRate and change its DECIMAL value to the refresh rate of your monitor.
  4. 64-bit users will need to do this at HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\DirectDraw as well.

High frame/refresh rates

Using a higher frame rate in conjunction with a higher refresh rate monitor, it is possible to show more frames which can result in an even smoother and more responsive gameplay. But just like with higher resolutions, perceived differences at higher levels are much smaller although it can still make gameplay more enjoyable and reduce the need for features like motion blurring and vertical sync (Vsync).

Stereoscopic 3D

Stereoscopic 3D in Nvidia Control Panel. For example Batman games have native support.
Stereoscopic 3D in Nvidia Control Panel. For example Batman games have native support.
Virtual reality devices use stereoscopic 3D.

One of the less used features of high refresh rate displays is the ability to play and view content in stereoscopic 3D. There are a few reasons for this; it usually requires buying separate 3D glasses kit with transmitter, some displays only support certain graphics cards (e.g. "Nvidia 3D Vision Ready" monitors usually only work with Nvidia GPU) and games not designed with it in mind can experience depth related issues with crosshair, shadows, object depth, and more.

3D HDTVs

Most 3D HDTVs do not accept a 120Hz input but this can be forced; see Blur Buster's True 120Hz from PC to TV for testing results.

LightBoost

With some monitors, it is possible to turn on LightBoost which almost completely eliminates motion blurring. Lightboost is normally used when displaying 3D modes and content so it is not available for regular use by default. There are a few ways to enable this with Asus and BenQ monitors and the easiest way is by using the ToastyX Strobelight program. With Samsung monitors simply configure the refresh rate of the PC to 120 Hz and on the monitor configure Response Time to Normal and enable 3D.

LightBoost successors

The original LightBoost hack showed that there was a demand for a low motion blur mode among users, and soon after the initial reveal of the hack manufacturers started to incorporate it as an official feature of their monitors as a blur reduction mode. The main difference from the original hack is that its successors produce much better colors and gamma.

Examples includes:

  • Eizo FG2421 (Turbo240)
  • BENQ XL2420Z (BENQ Blur Reduction)
  • Asus ROG Swift PG278Q (ULMB)

HDMI signal overclock on 60 Hz displays that also have VGA ports

Many PC monitors that are officially listed as 60 Hz, but which have both HDMI and VGA input ports, have their hardware designed to support both ports' official resolutions: Namely 1920x1080 at 60 Hz for HDMI, and 1024x768 at 75 Hz for VGA. Such monitors can often be overclocked to 1920x1080 at either 75 Hz or 72 Hz with tools like Custom Resolution Utility, in an attempt to combine both of the resolution specifications; although it is highly recommended to try out such resolutions through e.g. Nvidia Control Panel first.[4]

Frame rate capping

Skyrim's physics become buggy at above 100 FPS
Skyrim's physics become buggy at above 100 FPS

Capping (limiting) the frame rate of a game can provide benefits to various use cases, whether that is to lower the temperature and noise levels to more manageable levels, lower the power draw of the system, solve high frame rate related issues of a game, provide an overall more stable frame pacing, or just in general decrease the FPS to a desired level and not allow it to go higher. Although the use cases varies, not all methods of capping the FPS of a game might be applicable as the methods differ and so do their (dis)advantages. See the table below for an overview of some of the common ways of capping frame rate. There are also driver-provided solutions described further below.

Can fix games that breaks on the wrong frame rate (such as the engine's clock running at over double the intended speed).
On fixed refresh rate monitors, may solve the micro-stuttering that happens when frames time is far from being a multiple of refresh period in (i.e. stable 45 FPS on a 60 Hz screen would have every odd frame delivered after 33 ms, and every even after 16).[5]
Might disrupt frame time analysis algorithms that govern VRR[6], if the limit is placed just over the (dis)engaging threshold.
Method OS
Advantages
Disadvantages
RivaTuner Statistics Server (RTSS)
[Cap], instructions below.

Windows

Game profiles, automatic when game is opened.
Can be changed while game is running.
Supports DirectX 12 as well as Microsoft Store games.

Program must be running in the background.
Requires administrator permissions to run.

Bandicam
[Cap], FPS -> Set FPS Limit to (Uncheck "only when capturing").

Windows

Can be changed while game is running.
Supports DirectX/OpenGL/Vulkan.

Trial. (Never expires, FPS limiting always works.)
Program must be running in the background.
Requires administrator permissions to run.

Dxtory
[Cap], Advanced -> Limit Video FPS.

Windows

Game profiles, automatic when game is opened.
Can be changed while game is running.
Supports DirectX 12 as well as Microsoft Store games.

Not freeware; requires a purchase after the trial has ended.
Program must be running in the background.
Requires administrator permissions to run.

GeDoSaTo
[Cap], modify fpsLimit value.

Windows

Predictive capping, which can reduce input lag introduced with traditional capping.[7]

Program must be running in the background.
Only supports DirectX 9 games.

Special K
[Cap] [Vsync], modify Framerate Limiter value via in-game OSD.
Ctrl+ Shift+← Backspace

Windows

Game profiles, automatic when game is opened.
Can be changed on the fly while playing.
Frame rate smoothness control for more consistent frame rates. Controls both Vsync and frame rate.

May run into compatibility issues with some games and external software.
Supports DirectX 9, 11, and OpenGL. Vulkan is partially supported.

dgvoodoo2
[Cap], GeneralExt -> FPS limit

Windows

Converts Glide, DirectDraw and Direct3D 2-9 calls to Direct3D 11 or 12, improving compatibility.

Requires Windows 7 and up.
Doesn't support games that use Direct3D 10 and up, OpenGL or Vulkan.

ThirteenAG's D3D8 and D3D9 wrappers
[Cap], modify FPSLimit variable in the ini.

Windows

The D3D8 version converts the game to D3D9 improving compatibility.
Can also be used to force windowed mode.
Easy to use and very elegant solution.

Only supports DirectX 8 and 9 based games.

strangle
[Cap] [Vsync], instructions here.

Linux

Controls both Vsync and frame rate.

MangoHud
[Cap] [Vsync]

Linux

Controls both Vsync and frame rate, can toggle between different caps.

Windows support is limited.

DXVK
[Cap]

Linux, Windows

Doesn't require additional tool if already used.

Not included in versions older than Version 1.9. Doesn't work for D3D12 and Vulkan games.

In-game FPS limiter
[Cap]

Windows, Linux

Can provide the lowest added input latency if implemented correctly by the developers.
No need for external tools.

Not available in all games.
Disadvantages depends on how the limiter is implemented by the developers. Some games might have a worse FPS limiter than the ones provided by external tools.

Change monitor refresh rate to the desired frame rate number and enable Vsync.
[Vsync]

Windows, Linux

No need for external tools.
Should only be used based on the premise you already wanted to get rid of tearing to begin with.

Even slightly missing the vblank window will cause stuttering otherwise (input lag instead, if multiple buffering is used).
If the target refresh rate is not your usual one, and if the game doesn't support arbitrary ones, every time it is launched and closed they must be manually switched.

Adaptive/Dynamic Vsync with half refresh rate setting.
[Vsync]

Windows, Linux

Offered natively for both Nvidia and AMD in their control panels.
Applied automatic when game is launched.

Only works right with 120 Hz monitors if game has to be running at 60 FPS.
May not work as intended with all games.

Universal solution

Universal solution - RivaTuner Statistics Server (recommended)[8]
  1. Download and install RivaTuner Statistics Server.
  2. Run the program.
  3. Add the game's profile manually, or select the global profile.
  4. Set Framerate limit to desired value. Set it to zero to disable the limit.

Notes

RTSS is also bundled with MSI Afterburner but may be outdated.
If you're using RTSS as a standalone frame rate monitoring solution, enable the Show own statistics option to allow RTSS to show its own frame rate statistics without running any additional client applications.
As of v7.3.0, you can set a hotkey to toggle the frame rate limiter while in game, by going to Setup, Plugins, and editing the HotkeyHandler.dll properties once its enabled.

Driver-provided solutions

Driver-provided solutions have historically had a higher cost of added input latency than built-in or external FPS limiters,[9] although as of 2020 this is not always the case.[10][11]
Nonfunctional for games that use Direct3D 8 on Windows 10 and later. Can be worked around by using a wrapper, e.g. dgVoodoo 2, d3d8to9.

AMD-specific solutions

AMD Radeon Software - FRTC or Chill[12]
AMD provides two options to limit the frame rate of a game, FRTC (frame rate target control) and Chill. The intended goal of both are slightly different.[13]
  • FRTC ensures a steady output of frames from the GPU to the display, at the cost of input lag. Changes to the FRTC must be done prior to launching the game.[14]
  • Chill ensures a steady stream of frames is sent from the CPU to the GPU, at the cost of fluctuation in the output stream from the GPU to the display. This is intended for use with variable frame rate and refresh rate monitors and lowers input latency.
  1. Download and install the latest version of Radeon Software.
  2. While the game is not running, use Alt+R to open the Radeon Overlay.
  3. Enable either Radeon FRTC or Radeon Chill by clicking on the desired feature and tweak the settings as desired.
  4. Close the overlay and run the game.
RadeonPro (older AMD cards)[citation needed]
  1. Download and install RadeonPro
  2. Run the program and Add new profile.
  3. Select the corresponding game executable.
  4. Locate the Tweaks tab to the right and enable Dynamic Framerate Control.
  5. Set it as you desire.
  6. Right click on the just created profile on the left and press Apply now.

NVIDIA-specific solutions

NVIDIA Control Panel[15]
  1. Open Nvidia Control Panel
  2. Navigate to Manage 3D settings and click on the Program Settings tab.
  3. Select desired Max Frame Rate to desired value.
  4. Apply the changes.

Notes

This makes use of what is usually referred to as "V3" of Nvidia's FPS limiter and was introduced in January of 2020.[16]
Nvidia Inspector
Nvidia Inspector
NVIDIA Profile Inspector[17]
  1. Download and run Nvidia Profile Inspector.
  2. Select desired profile or add custom profile.
  3. Set Frame Rate Limiter to desired value.
  4. Apply the changes.

Notes

 Set Frame Rate Limiter Mode to Limiter V1 for less input lag.[18]
Adds about the same input lag as v-sync does.[19]

External links

Techquickie - Monitor & TV Refresh Rates as Fast As Possible - YouTube
Reality Check - Do we need 60 FPS on PS4 and Xbox One? - GameSpot - 60 FPS video
The case for 30fps PC gaming - Why frame-rate control is just as important as display resolution and quality presets.


References

  1. https://i.imgur.com/PnQNhbo.jpg
  2. Patch 1.1 - Why 60FPS Cap? 120hz+ Experience Killed :: Gauntlet™ General Discussions - "The cap was made to try and stop the problem of people's GPU overheating"
  3. Patch Notes :: Shattered Planet General Discussions - "Frame rate capped at 60 FPS to prevent overuse of system resources."
  4. Verified by User:Dandelion Sprout on 2021-05-29
  5. Gamer's Graphics & Display Settings Guide - TweakGuides.com
  6. MechanizedConstruct's mtrai's Freesync FAQ on the comments of AMD's Robert Hallock : Amd - Reddit
  7. GeDoSaTo FPS capping, modding controversies | metaclassofnilblog
  8. Verified by User:Keith on 2020-04-20
  9. Battle(non)sense - FreeSync vs. G-Sync Delay Analysis - last accessed on 2020-10-25
  10. Battle(non)sense - NVIDIA's NEW FPS Limiter vs. RTSS & In-Engine Limiters / Input Lag Results - last accessed on 2020-10-25
  11. SpecialK's Frame Rate Limiter Review (DX11 based): Comparing Frame Time Consistency And Approximate Latency. : allbenchmarks - Reddit
  12. AnandTech - AMD Releases Radeon Software Adrenalin Edition: Overlay, App & More for 2017 - last accessed on 2018-09-23
  13. YouTube - Battle(non)sense - FreeSync vs. G-Sync Delay Analysis - Highlighted reply by Eugene Fainstain (AMD employee/creator of Radeon Chill) - last accessed on 2018-09-23
  14. AMD - Using Radeon Overlay to Adjust Gaming and Visual Settings - last accessed on 2018-09-23
  15. Verified by User:Aemony on 2020-09-10
  16. Destructoid - Nvidia added a frame rate limiter with the new GeForce driver - last accessed on 2020-09-10
  17. Verified by User:Hawaii_Beach on 2017-01-09
  18. nvidiaProfileInspector/CustomSettingNames.xml at master · Orbmu2k/nvidiaProfileInspector
  19. FPS Limiter Lag Analysis For G-Sync & V-Sync - YouTube