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Fix the driver behind crashes, sound loss and screen glitchesFind Drivers →Repair Windows errors before they cause bigger problemsFix Now →To compare gaming performance across PCs, run the same game version, scene, resolution, graphics settings, and capture method on each system. Record average FPS alongside a clearly defined low-percentile metric and frame-time behavior, then repeat runs to check whether the results are stable. A synthetic benchmark can provide useful context, but only a game test answers how those PCs perform in that game.
What makes a PC-to-PC benchmark fair?
A fair comparison holds the workload constant and records the conditions that can change the result. Match the game build, graphics API, resolution, preset, scene, and optional features such as ray tracing, upscaling, or frame generation. Record the hardware and software details for each PC so readers can interpret differences rather than treating one FPS number as a universal verdict.
UL’s published game-performance estimation method tests at 1080p and 1440p with the highest visual settings, disables ray tracing to keep results comparable across hardware tiers, and uses either a built-in benchmark or a repeatable live scenario lasting at least three minutes. Those are choices for UL’s methodology, not requirements for every comparison. UL’s 3DMark methodology is a useful example of a documented protocol.
Choose a scene that is both repeatable and representative
Built-in benchmark
A game’s built-in benchmark is usually the easiest scene to reproduce. It reduces variation in player movement and makes it simpler to run the same sequence on multiple PCs. Its limitation is that a scripted sequence may not reflect the busiest or most typical gameplay.
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Fixed gameplay route
If the built-in test does not represent the gameplay you care about, choose a fixed route or scene and reproduce the same camera direction, movement, duration, and in-game conditions on each PC. The route should be long enough to capture meaningful performance, and it should not depend on random events that differ between runs.
Built-in results can differ substantially from gameplay captures. In a 2021 Ghost Recon Breakpoint example, CapFrameX reported 40% higher average FPS in the built-in benchmark than in its custom scene at 1080p/high settings. That result applies to that game and configuration; it is not a correction factor for other games. CapFrameX describes the trade-off in its “Worst Case method” article.
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Prepare both PCs and capture runs consistently
- Choose and document the test. Write down the game version, graphics API, resolution, preset, optional graphics technologies, and either the benchmark name or the exact gameplay route.
- Match the conditions. Apply the same game and operating-system settings on both PCs. Close unrelated workloads, use the same capture interval, and let each system reach a stable operating condition before recording. Note driver versions and other relevant software settings.
- Record system context. Include the CPU, graphics card, memory configuration, operating system, driver version, and any relevant clock or temperature information. Background activity and configuration differences can affect results: CapFrameX documented a historical result correction after Windows Game Mode had not been enabled on one system. See its Windows Game Mode discussion.
- Capture with the same tool. CapFrameX records FPS, frametimes, percentiles, and sensor information, and supports comparing records. CapFrameX is a Windows analysis tool based on Intel PresentMon. NVIDIA’s FrameView can log FPS and low-percentile performance, and PC latency in supported cases; see the FrameView guide.
- Repeat the test. Perform multiple captures on each PC and record how many runs you completed. There is no universally established run count for every game and system. Check whether unusual slowdowns recur instead of allowing one anomalous run to determine the conclusion.
Compare more than average FPS
| Measure | What it tells you | How to report it |
|---|---|---|
| Average FPS | Overall frame throughput during the capture. | Give the average for the same scene and settings on each PC. |
| Low-percentile FPS | How performance behaves among the slower frames; useful for identifying less consistent delivery. | Name the metric and its definition. NVIDIA FrameView 1.4 defines 1% low as the average of the slowest 1% of frames. |
| Frame-time trace | Shows how long individual frames take and can reveal pacing spikes hidden by an average. | Compare traces from the same capture interval and note whether spikes recur across runs. |
| PC latency, where supported | A bounded measure of processing delay, not a complete measure of the player’s input-to-display experience. | NVIDIA says its PC Latency metric covers PC/GPU processing and excludes mouse and display latency. |
FrameView says a 1% low closer to average FPS indicates more consistent performance. Very low percentiles need caution: if a 0.1% low represents only two or three frames, a single random spike can move the result substantially. CapFrameX warns against drawing hardware conclusions from such tiny samples without checking repeatability. Its guidance on frametimes and FPS discusses interpreting capture data.
Use synthetic scores as supporting evidence
A synthetic benchmark such as 3DMark offers a standardized additional comparison, but it does not replace a test in the game being discussed. UL models correlations between 3DMark scores and selected game frame rates, distinguishing benchmark tests and game versions and reporting game results at specific settings.
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For example, UL’s documented correlation gives illustrative Fortnite estimates at 1440p/highest of about 50 FPS for a 3DMark Time Spy Graphics score of 4,000, about 70 FPS at 6,000, and about 140 FPS at 12,000. These are model points from UL’s correlation, not promises for any system, Fortnite version, or configuration. A 3DMark score should therefore be described as context, not as proof of how a PC performs in a particular game scene.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What to include in a published comparison
- Game title and exact game build, plus the tested scene or route.
- Resolution, graphics preset, graphics API, and ray tracing, upscaling, and frame-generation settings.
- Hardware and relevant software details, including driver versions and operating-system settings.
- Capture tool, capture interval, number of runs, and any excluded outliers with a clear reason.
- Average FPS, a named low-percentile metric, and frame-time evidence; include latency only with its measurement boundary.
- Any conditions likely to explain variation, such as changing clocks, temperatures, or background workloads.
With those details, readers can tell whether one PC is faster in the tested workload, whether its frame delivery is steadier, and how confidently the result can be reproduced.
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