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Frame time and 1% lows

Average framerate is the number every benchmark leads with and the number that describes your experience least well. A system averaging 200 fps with regular stutters feels worse than one holding a steady 144, and the average cannot tell you which you have.

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Frame time is the unit, framerate is the summary

A game does not produce a framerate. It produces frames, each of which took a certain number of milliseconds. Framerate is a summary statistic computed from those durations, and like all summaries it hides the distribution.

frame time (ms) = 1000 / instantaneous fps average fps = 1000 / mean frame time

Consider two seconds of gameplay:

Two systems with the same average and completely different experiences.
SystemFrame timesAverage fpsFeels like
A6.9, 6.9, 6.9, 6.9, 6.9 ms144Perfectly smooth
B4.0, 4.0, 4.0, 4.0, 18.5 ms144Smooth with a visible hitch every few frames

Both average 144 fps. Only one of them is playable in a duel.

How to read 1% and 0.1% lows

What each metric describes and when to care.
MetricWhat it measuresUse it for
Average fpsMean over the whole runComparing hardware in reviews. Little else.
1% lowThe slowest 1% of framesPerceived smoothness. This is the number to optimise.
0.1% lowThe slowest 0.1% of framesDetecting rare severe stutters, such as shader compilation.
Frame time graphEvery frame, plottedDiagnosing the pattern, which tells you the cause.

Reading the pattern

A frame time graph is a diagnostic instrument, not just a score. The shape tells you what is wrong.

Frame time patterns and their usual causes.
PatternLikely causeFix
Flat line with occasional single tall spikesShader compilation, asset streamingPrecompile shaders, faster storage, replay the area once
Regular spikes at a fixed intervalA background process on a timerFind it in task manager, disable or reschedule it
Gradually rising baseline over a sessionThermal throttling, or a memory leakCheck temperatures and clocks; restart to test for a leak
Noisy baseline, no clear spikesCPU bound with variable work per frameLower CPU-side settings, or a faster CPU
Sawtooth patternVsync or a limiter interacting badly with the frame pacingChange the cap, or move the cap in-game rather than driver-level

What to target

The competitive goal is straightforward once you have the right metric:

Targets

  • 1% low above your refresh rate, measured in a busy fight rather than a menu.
  • 1% low within 60 to 70% of your average. A wider gap indicates a bottleneck worth investigating.
  • No 0.1% low below half your refresh rate. Frames that slow means a visible hitch.
  • Prefer consistency to peak. Lowering a setting that removes spikes is worth more than one that raises the average.

Notice that this reverses the usual advice. Most settings guides help you raise your average. For competitive play you should be looking for the setting that removes your worst frames, which is often a different setting entirely, frequently something related to texture streaming or shadow detail.

Related reading

Frequently asked questions

What are 1% lows?

Take every frame rendered during a benchmark, sort them by how long they took, and look at the slowest 1%. The framerate corresponding to that group is your 1% low. It describes the worst moments rather than the typical ones, which is why it tracks perceived smoothness far better than the average.

What is a good 1% low?

As close to your average as possible. A 1% low within 60 to 70% of the average is normal and fine. Below about half your average indicates a real problem: usually a CPU bottleneck, a memory or storage stall, or a background process.

Why does my game feel stuttery at high framerate?

Because the average is high while individual frames are not consistent. A 5 ms frame followed by a 25 ms frame averages to a perfectly respectable 66 fps, and feels like a hitch. Frame time consistency, not framerate, is what smoothness actually is.

Should I target framerate above my refresh rate?

Target 1% lows above your refresh rate, which is a stricter and more useful goal. If your 1% low is above your refresh rate, every refresh has a fresh frame even in the busiest moments, which is the outcome you actually want.

What causes frame time spikes?

Most commonly: shader compilation on first encounter with an effect, asset streaming from storage, a background process taking CPU time, thermal throttling, or garbage collection in the engine. The pattern tells you which. Spikes on new areas suggest streaming or shaders; periodic spikes suggest a background process; spikes that worsen over a session suggest heat.

Sourcing. Figures on this page are either derived from published engine or hardware constants, or computed from the formulas shown. Manufacturer-stated specifications are labelled as such. Found an error? Send a correction.