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Micro stuttering is a quality defect that manifests as irregular delays between frames rendered by a graphics processing unit (GPU). It causes the instantaneous frame rate of the longest delay to be significantly lower than the frame rate reported by benchmarking applications such as 3DMark , which usually calculate the average frame rate over ...
That eliminates the stutter that occurs as the rendering engine frame rate drops below the display's refresh rate. [ 4 ] Alternatively, technologies like FreeSync [ 5 ] and G-Sync [ 6 ] reverse the concept and adapt the display's refresh rate to the content coming from the computer.
Minor video stuttering occurs during the actual movie videos. [5] [15] The King of Fighters Neowave: SNK Playmore XBO [11] The King of Fighters 2002 & 2003: SNK Playmore: KOF 2002 shows corrupted sprite frames. [5] Kingdom Under Fire: The Crusaders: Microsoft Game Studios: Game hangs when selecting "Create Match" after editing a party. [5] [15]
Many theaters had shown silent films at 22 to 26 FPS, which is why the industry chose 24 FPS for sound film as a compromise. [11] From 1927 to 1930, as various studios updated equipment, the rate of 24 FPS became standard for 35 mm sound film. [2] At 24 FPS, the film travels through the projector at a rate of 456 millimetres (18.0 in) per second.
The frametimes benchmark feature (logging of individual frame render times) gained attention in 2013 on computer review sites in debate about micro stuttering in games. [2] On Windows Vista and Windows 7, the desktop can be captured if Windows Aero is enabled. Windows 8 game capture works, but not desktop capture as of version 3.5.99. [3]
Halo Infinite is a first-person shooter. In the game's story mode, players assume the role of player character Master Chief, as he wages a war against the Banished, an alien faction. [4] Players traverse the open world Zeta Halo, fighting the Banished with a mixture of vehicles and weapons. Players also have access to special equipment, such as ...
On displays with a fixed refresh rate, a frame can only be shown on the screen at specific intervals, evenly spaced apart. If a new frame is not ready when that interval arrives, then the old frame is held on screen until the next interval (stutter) or a mixture of the old frame and the completed part of the new frame is shown . Conversely, if ...
However, even on a high-end system, stuttering framerate was a problem, especially when performing sharp turns in graphically dense areas. Also, the visual damage effects introduced in FS5 were disabled, and continued to be unavailable in versions after FS2000.