F5F Stay Refreshed Hardware Desktop Discussing frame timing and RAM.

Discussing frame timing and RAM.

Discussing frame timing and RAM.

Pages (2): Previous 1 2
T
Tawnt
Member
62
08-13-2016, 11:09 PM
#11
I understand your concern. It seems stable performance at 60fps doesn't always translate to smooth frame times. In MHW, many players overlook input lag, assuming responsiveness even with noticeable delays. Frame times aren't always obvious because they're often overshadowed by lag. The drops you see usually occur during loading, not in gameplay. During actual play, frame times typically rise between 500 to 900 ms, which is clearly problematic. Be careful not to confuse frame time measurements with input lag; they're different metrics, and poor frame times can definitely cause noticeable delays.
T
Tawnt
08-13-2016, 11:09 PM #11

I understand your concern. It seems stable performance at 60fps doesn't always translate to smooth frame times. In MHW, many players overlook input lag, assuming responsiveness even with noticeable delays. Frame times aren't always obvious because they're often overshadowed by lag. The drops you see usually occur during loading, not in gameplay. During actual play, frame times typically rise between 500 to 900 ms, which is clearly problematic. Be careful not to confuse frame time measurements with input lag; they're different metrics, and poor frame times can definitely cause noticeable delays.

D
djrom7
Junior Member
20
08-14-2016, 06:00 AM
#12
To hit a steady 60 frames per second, aim for about 16.67 milliseconds per frame. This is your frame time. When you see sudden jumps in this value, that’s when you’ll notice. Frame time is closely linked to your FPS and directly influences how many frames you see each second. 16.67ms per frame equals 60 fps. The calculation shows that 16.67 multiplied by 60 gives roughly 1000 milliseconds, or one second, meaning the screen refreshes every 16.67ms to maintain 60 fps. Higher FPS means shorter frame times, which improves performance. 144 frames per second would be around 7ms per frame. Understanding frame timing is key—any inconsistency will become obvious. In short, stable frame times are essential for smooth gameplay.
D
djrom7
08-14-2016, 06:00 AM #12

To hit a steady 60 frames per second, aim for about 16.67 milliseconds per frame. This is your frame time. When you see sudden jumps in this value, that’s when you’ll notice. Frame time is closely linked to your FPS and directly influences how many frames you see each second. 16.67ms per frame equals 60 fps. The calculation shows that 16.67 multiplied by 60 gives roughly 1000 milliseconds, or one second, meaning the screen refreshes every 16.67ms to maintain 60 fps. Higher FPS means shorter frame times, which improves performance. 144 frames per second would be around 7ms per frame. Understanding frame timing is key—any inconsistency will become obvious. In short, stable frame times are essential for smooth gameplay.

F
fake_opalien27
Junior Member
49
08-14-2016, 08:01 PM
#13
You're right to question the issue. It seems like frame drops aren't visible in your recordings or overlay, which suggests they might be too brief for standard tracking. The constant running of your overlay could actually mask the problem. Possible causes include GPU limitations, memory constraints, or RAM speed affecting performance. Upgrading your GPU could help, but checking RAM timings and configuration might also make a difference.
F
fake_opalien27
08-14-2016, 08:01 PM #13

You're right to question the issue. It seems like frame drops aren't visible in your recordings or overlay, which suggests they might be too brief for standard tracking. The constant running of your overlay could actually mask the problem. Possible causes include GPU limitations, memory constraints, or RAM speed affecting performance. Upgrading your GPU could help, but checking RAM timings and configuration might also make a difference.

_
_GiovanniPvP_
Member
58
08-15-2016, 02:35 AM
#14
Afterburner doesn't track frame time. You should use another tool like Fraps to measure it. Input delay and sluggishness aren't caused by poor frame times.
_
_GiovanniPvP_
08-15-2016, 02:35 AM #14

Afterburner doesn't track frame time. You should use another tool like Fraps to measure it. Input delay and sluggishness aren't caused by poor frame times.

T
TungTwister
Junior Member
16
08-15-2016, 03:50 AM
#15
Corrected position indicates it doesn’t measure unless activated in the settings. From those figures, accuracy is clearly absent. If spikes reach 400ms, performance would drop to 2fps during that period.
T
TungTwister
08-15-2016, 03:50 AM #15

Corrected position indicates it doesn’t measure unless activated in the settings. From those figures, accuracy is clearly absent. If spikes reach 400ms, performance would drop to 2fps during that period.

J
Jensboermans
Junior Member
13
08-15-2016, 06:12 AM
#16
The issue lies in the polling rate; frames typically update once per second, whereas frame times are adjusted for each individual frame. This means frame times capture more frequent changes, resulting in higher variation, while the overall frame rate appears smoother.
J
Jensboermans
08-15-2016, 06:12 AM #16

The issue lies in the polling rate; frames typically update once per second, whereas frame times are adjusted for each individual frame. This means frame times capture more frequent changes, resulting in higher variation, while the overall frame rate appears smoother.

N
natek2015
Member
199
08-15-2016, 03:07 PM
#17
I believe the issue lies in these brief interruptions that aren't captured by standard frame counters and aren't visible, yet you sense something is amiss. It's also called "micro stutters" because they're hard to quantify directly, and you only notice them when performance feels off. This can happen due to uneven or high frame rates. Looking at the footage, these spikes are indeed very short and happen often, which can cause noticeable input lag. Afterburner is designed to track this kind of data regularly. It's a complex topic, and many people mix up concepts like input lag, monitor delay, frame rates, and stuttering. Understanding these terms can be tricky, especially when sensitivity varies.
N
natek2015
08-15-2016, 03:07 PM #17

I believe the issue lies in these brief interruptions that aren't captured by standard frame counters and aren't visible, yet you sense something is amiss. It's also called "micro stutters" because they're hard to quantify directly, and you only notice them when performance feels off. This can happen due to uneven or high frame rates. Looking at the footage, these spikes are indeed very short and happen often, which can cause noticeable input lag. Afterburner is designed to track this kind of data regularly. It's a complex topic, and many people mix up concepts like input lag, monitor delay, frame rates, and stuttering. Understanding these terms can be tricky, especially when sensitivity varies.

Pages (2): Previous 1 2