Higher latency often results from reduced frame rates, so lower FPS can contribute to increased perceived delay.
Higher latency often results from reduced frame rates, so lower FPS can contribute to increased perceived delay.
Delay comes from the internet while frame rate stays on your machine They differ so it doesn't work together
Your game performance runs on the client side, while your connection speed is managed by the server. A higher FPS means clearer visuals, and a lower ping ensures more precise information like player locations. These factors work independently of each other.
Technically frame rates indicate the time gap between successive images. At a steady 60 FPS, the transition lag is about 16.7 ms, while 30 FPS brings it up to 33 ms. This reflects latency similar to network delays, but they represent distinct parts of your game's responsiveness. They don’t influence each other directly. Your connection speed should remain consistent whether you play at 30 or 60 FPS, assuming the same settings. You won't need a combined "overall delay" metric; focus on the specific frame rate you choose. You can adjust your recording settings in Shadowplay to capture at 30 FPS even if the game runs faster.
I don't rely on shadowplay; I use OBS and plays.tv. I record locally. My setup includes a laptop (2670qm + 555m). I can play Overwatch at around 40-60 fps, but recording causes significant stuttering. During normal gameplay CPU usage spikes from 30-40% to 99%. My in-game FPS stays high (40 is my max). The only solution that works is matching recording FPS. Since I can't maintain a stable FPS above 30, I stick to that. I'm not merging the two rates, but if one is much higher than the other, will the lower one affect performance? My concern is ping—100ms lag means even with a 16ms refresh, I won't see game events clearly.
The ping influences aspects such as character placement, hit detection, and more, while framerates refer to how quickly you perceive updates on your screen. You might only register a new frame every 16.7 milliseconds, yet you could definitely catch details like enemies dying just a few frames after your shots land.