Hi, everyone! I'm having trouble measuring frametime in Fallout 4. So far I've used 3 programs: RTSS + CapFrameX , OCAT , FPS Monitor. I ran the game at 60fps with no external RTSS lock with in-game Vsync ON. CapFrameX presented me with 16.6ms with occasional fluctuations. OCAT registered 16.9ms, again, with occasional highs and lows. However, judging by FPS Monitor, the frametime is incredibly inconsistent, with it never staying the same, and sometimes going well above 20ms or below 14ms. I take it that the issue with the latter is that the program doesn't count the average, but rather presents me with instantaneous results, but that's just a guess. I'm new to the whole 'framerate & frametime' thing, so I might be doing everything wrong.
My question is: which program shows my frametime proreply? And is it actually as consistent as all the test on the Internet deem it to be? A flat 16.6 or 33.3ms line?
Thanks to whoever answers my thread in advance
Frametime
- RealNC
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Re: Frametime
(Moved to off-topic.)
Fallout 4 isn't exactly known for stable frame times. Just saying
Steam • GitHub • Stack Overflow
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Tutuzu
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Re: Frametime
Maybe so. But the question isn't as much about the inconsistency of the frametime in-game (though having a stable one would be preferable), as it is about the programs confidently showing disparate measurements. Hence the question : which program is telling the truth.
- RealNC
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Re: Frametime
They are probably measuring different things. There's different kinds of frame time. Frame presentation interval is one example. This is what RTSS measures. This is the interval at which the game itself presents a frame to the used API (like DirectX or Vulkan.) It's up to the GPU when exactly to actually show these frames. Which brings us to another kind of frame time: the interval at which the frames actually get shown by the GPU and become visible on the display.Tutuzu wrote: ↑21 Sep 2023, 03:48Maybe so. But the question isn't as much about the inconsistency of the frametime in-game (though having a stable one would be preferable), as it is about the programs confidently showing disparate measurements. Hence the question : which program is telling the truth.
Those two frame times can differ.
Edit:
There's also another kind of frame time. It's the amount of time that elapsed between the game starting to render a frame and presenting it. So again, you need to know what exactly the software you're using is actually measuring.
Steam • GitHub • Stack Overflow
The views and opinions expressed in my posts are my own and do not necessarily reflect the official policy or position of Blur Busters.
The views and opinions expressed in my posts are my own and do not necessarily reflect the official policy or position of Blur Busters.
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Tutuzu
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Re: Frametime
Sorry for the late reply and thank you for the answer you provided! I suppose the right type of frametime is stated somehwere in the settigs of the programs, though I'm not sure where exactly. I'll have to look ino this.
