If one sequence is not complex and runs faster, and the second is more challenging, slowing performance, this artifact is filtered out (frame preview, block-wise comparison) it's not real stuttering, but rather a scene change. To prevent accidental misinterpretations, we use an intelligent filter that catches transitions between the cut scenes you often see in built-in benchmarks. Therefore, we explore the render times of individual frames and the differences between respective frames, too. You wouldn't know it from the frame rate, but you'll definitely see it during real-world gaming. A brief burst of slow frames may show up within a smooth 70 FPS interval. The index goes lower the faster the frame is rendered.
Anything under 30 FPS is unplayable, between 30 and 60 FPS ranges from playable, good, and very good. Each interval gets a value based on its FPS result. This is the basis for our index listings. The Incorruptible "Stuttering Index"Īt first, we split the run into one-second intervals and calculate the frame rate of each one. The Nvidia card's peaks and valleys aren't as pronounced, and its frame time variance over time isn't as prone to wild swings. DirectX 12 only really helps the GeForce GTX 1060 on our lower-end platform.