Even though the typical LCD monitors of today are locked at 60 FPS, making extremely high frame rates impossible to see in realtime, playthroughs of game “timedemos” at hundreds or thousands of FPS for benchmarking purposes are still common.īeyond measurement and bragging rights, such exercises do have practical bearing in some cases. Indeed, many benchmarks (such as 3DMark) released by the marketing departments of hardware manufacturers and published in hardware reviews focus on the FPS measurement. The frame rate within games varies considerably depending upon what is currently happening at a given moment, or with the hardware configuration (especially in PC games.) When the computation of a frame consumes more time than is alloted between frames, the frame rate decreases.Ī culture of competition has arisen among game enthusiasts with regard to frame rates, with players striving to obtain the highest FPS possible, due to their utility in demonstrating a system's power and efficiency. ![]() Modern action games, including popular console shooters such as Halo 3, are locked at 30 FPS maximum, while others, such as Unreal Tournament 3, can run well in excess of 100 FPS on sufficient hardware. ![]() In modern action-oriented games where players must visually track animated objects and react quickly, frame rates of between 30 to 60 FPS are considered acceptable by most, though this can vary significantly from game to game. The first 3D first-person shooter game for a personal computer, 3D Monster Maze, had a frame rate of approximately 6 FPS, and was still a success. Many games lock their frame rate at lower but more sustainable levels to give consistently smooth motion. ![]() FPS affect the experience in two ways: low FPS does not give the illusion of motion effectively and affects the user's capacity to interact with the game, while FPS that vary substantially from one second to the next depending on computational load produce uneven, “choppy” animation. Many underlying processes, such as collision detection and network processing, run at different or inconsistent frequencies or in different physical components of a computer. Frame rates in video games refer to the speed at which the image is refreshed (typically in frames per second, or FPS).
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