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by nasretdinov 57 days ago
Ideally you'd want to measure _perceived_ performance of the game by players, which would probably depend on the _lowest_ "fps" value during the specific interval. I've seen some games change the colour of the fps counter based on whether or not there were significant FPS _dips_ below the one-second average. So e.g. you might be able to render 100 frames in a specific second, but if one frame took 0.1s and the others took the rest, then for users it'll feel like the game plays at 10fps at that point, even though the actual number of frames rendered is much higher.
1 comments

> but if one frame took 0.1s and the others took the rest, then for users it'll feel like the game plays at 10fps at that point

Wouldn't it feel like 10fps for 0.1s only? I agree it's a good thing to measure, I think it's called "stutter" usually, but I'm not sure you can say "it feels like 10 fps" since its for such a small moment.

Yes, you are right. The word I was looking for is smoothness: the game won't feel like a stable 10fps, but it would feel as _smooth_ as a 10fps game, or even worse actually, because it's less predictable, and our brains can adapt to stable latency relatively well
Right, if that happens every 5 second or whatever, you'd feel intermittent stutters basically, but again, it wouldn't really "feel like a 10fps game", because those render 10 frames per second, not "X frames per second and every Y seconds, a 0.1s frame", a game like that would just feel "stuttery", at least from my perspective, not "like a 10fps game".