Question Frametime

Sep 21, 2023
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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 tests on the Internet deem it to be? A flat 16.6 or 33.3ms line?

Thanks to whoever answers my thread in advance
 
Sep 21, 2023
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My PC specs are: Intel Core i5-12500 3.00 GHz ; Nvidia GeForce RTX 3070 ti ; 2 x 8gb Kingston 3200mhz ; MSI PRO H610M-E DDR4.
My monitor is Samsung 24" S24D300H.
 
If you want to verify these tools is working as intended, then you have to either:
  • Do a video output capture without V-Sync enabled and check when frames swap via screen tearing
  • Find an application where you can control the frame rate and verify the frame time matches that
  • Find an application that tells you detailed stats in real-time (Doom 2016 and Doom Eternal are good about this) and compare it against the tool
  • Or just use whatever feels what's good enough to what the tool is giving out.
 
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Reactions: Tutuzu
Sep 21, 2023
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Assuming the video capture captures everything a monitor would present, you can determine when frame buffers were swapped by screen tearing.
Sorry for the late reply. I asked the same question on a different forum the same day, and there someone told me that there are different types of frametime, e.g. "frame representation interval", "the interval at which frames are actually shown", and "the amount of time that elapsed between the game starting to render a frame and presenting it". I suppose that is the answer, though from this point on I now have to scrutinize the setting for each of these programs to determine which type of frametime each provides me with. Nevertheless, thank you for the answer you provided 2 days ago