At this point, I'm guessing (but could be wrong that) this is your first "real" high-end gaming PC experience, and all of this is relatively new to you, which is why you're so hyper-focused on this aspect; you probably assume an expensive, cutting-edge gaming PC = perfection, at least in direct to relation to current-gen consoles (which also experience frametime spikes; sometimes worse than on high-end PCs no less, AND with lower framerates/visual fidelity in many cases), so you're wondering why in the heck there are still caveats. Understandable.Martinengo wrote:I've searched on google about frame time spikes being something normal and I havent found results, and its not that I'm doubting what you are saying, but I want to learn more. Is there any website you would recommend me to understand frame time spikes that dont match frame rate, why they happen, etc?
But while high-end PCs are the best gaming platform from a raw performance aspect, flawless they ain't. And much like, say, an "amazing" 4k display, they're ultimately only as good as the source content allows them to be, and game performance quality can vary heavily. That, and frametime performance (which average framerates never fully reflect, mind you) in all but the oldest, least demanding titles is an unavoidable, variant mess.
So, I hate to sound like a broken record, but my first post to you already contained a sum-up from my article about what frametime spikes are and why they're caused, and most of my follow-up posts have contained even further information, but let's try again...
Frametime spikes are caused by one or more frames that each take longer to render than a given refresh rate's single scanout (frame delivery) cycle; a.k.a one or more frames with a frametime (render time) higher than, say, 6.9ms (the worth of a single rendered frame at 144Hz) on a 144Hz display, for instance.
This happens because certain scenes periodically require (and, by definition, temporarily, thus our usage of the term "spike" here) more calculations (take a longer time) for certain frame(s) to render than others and/or the game has to access the SSD or HDD for shaders, textures, and/or various assets, and both SSDs/HDDs usually have much slower transfer rates than system DRAM or GPU VRAM (usually both of which can't/won't always contain everything the game needs to access 100% of the time)...
Thus, the longer the game has to wait to retrieve/load in these assets, the longer the frame takes to render, and the longer the frame takes to render, the longer the system has to continue repeating the previous frame until the next frame is finished rendering and ready to be delivered, which results in the stutter known as frametime spikes.
Other than the game, anything that is accessing or "crunching" information (non-game background process, etc) while you're playing a game can worsen or, in extreme cases, even cause frametime spikes.
Usually it's (unavoidably) the game, sometimes it's a non-game process, but from your OP, it looks like you 99% ruled the latter out in your specific case.
If you'd still prefer a "second opinion" on this, so to speak, I'd need to know more specifically what you're still not clear on as to better point you in the right direction, because most other sources I've personally read on frametime spikes mostly explain what one is ("hey guys, it's 'stutter,' 'stutter' bad"), not why it is, unfortunately, but I'll try my best to dig up another relevant source if you'd like.