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General Question: Why report 1% and 0.1% lows in Benchmarks and why do they matter?

t33to
Go to solution Solved by GoldenLag,
1 minute ago, t33to said:

So if you're averaging 160fps and you game for an hour, and the 0.1% low is 90fps, that means for like less than brief moment you're game is still pumping frames likely higher than your 60hz refresh rate?

that is pretty much the case. it also paints a picture if you use variable refresh like freesync and Gsync that have lower boundries of refresh where they start displaying the same frame twice. 

I see a lot of benchmark videos these days. I don't particularly understand why the 1% and 0.1% lows are universally reported across all of these benchmark videos. Does it have something to do with how often the game stutters and what that stutter will feel like?

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Just now, t33to said:

Does it have something to do with how often the game stutters and what that stutter will feel like?

Exactly.

 

If your game averages 100fps, but your 1% lows are 60 and your .1% lows are 15, it means there's stuttering, possible frame drops, etc which to many people, it's better to be consistent than to have more FPS. This is why those "min fps" stats are important

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exactly, they represent occasional frame rate dips with a single number. I guess they could have represent them as '% of average frame rate', but somehow they didnt.

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it is to report drops in FPS and stutterring to some degree.

 

its a lot better to get a pucture with those value in respect to prefference in framerates.

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So if you're averaging 160fps and you game for an hour, and the 0.1% low is 90fps, that means for like less than brief moment you're game is still pumping frames likely higher than your 60hz refresh rate?

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1 minute ago, t33to said:

So if you're averaging 160fps and you game for an hour, and the 0.1% low is 90fps, that means for like less than brief moment you're game is still pumping frames likely higher than your 60hz refresh rate?

that is pretty much the case. it also paints a picture if you use variable refresh like freesync and Gsync that have lower boundries of refresh where they start displaying the same frame twice. 

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