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To find the best balance of image quality and FPS for your PC, compare settings in the same repeatable game scene, change one option at a time, and judge both average FPS and frame consistency alongside what you actually see. There is no universal best preset or FPS target: the right result is the highest-quality configuration that remains smooth and responsive for your games and preferences.

Set up a comparison you can repeat

A built-in game benchmark is a good starting point because it replays a defined sequence. If the game has no suitable benchmark, use the same save, route, camera movement, and approximate scene duration each time. A normal gameplay capture is a sample of that route, not a guarantee of performance in every part of the game.

Keep the conditions consistent: use the same resolution, driver, game version, measurement tool, V-Sync and frame-cap policy, and upscaling and frame-generation settings. Let loading and shader-compilation activity finish before recording when possible. There is no single run duration or required number of repetitions established for every game; repeat close or variable runs and compare typical results rather than picking the best one.

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Record the configuration for each run. Include the game version and driver, output resolution, preset, the setting being tested, render scale, upscaling mode, frame-generation state, V-Sync, frame cap, and measurement tool. This makes it possible to understand what changed and to recreate a result later.

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Measure FPS, consistency, and image quality

Average FPS

Average FPS summarizes throughput across a run, but it does not describe every frame’s delivery. Two runs with similar averages can feel different if one has more slow or uneven frames.

1% lows and frame times

Compare average FPS with a low-percentile measure such as 1% low FPS, or inspect a frame-time graph if your tool provides one. NVIDIA’s FrameView 1.4 user guide defines 1% low as the average of the slowest 1% of frames and says it reports stutter; a 1% low closer to the average indicates more consistent delivery. Metric implementations vary by tool, so identify the tool and metric when recording or comparing results.

Visual quality

Look at the same scene at the same resolution and camera angle. Check the detail or effect controlled by the setting, such as shadow definition, texture clarity, lighting, edge smoothness, sharpness, or visible artifacts. An FPS increase by itself does not show whether the visual trade-off is worthwhile.

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Responsiveness and optional diagnostics

Latency is distinct from FPS and frame pacing. End-to-end latency includes the peripheral, PC, and display; a PC-latency statistic may cover only part of that path. NVIDIA explains the distinction in its PC latency overview. FrameView’s PC-latency measurement excludes mouse and monitor display latency, and supported PC-latency statistics depend on game support or integration. Do not describe a partial PC figure as total click-to-photon latency.

Power and utilization readings can help investigate heat, efficiency, or a performance limit, but they are optional context when choosing an image-quality setting. FrameView documents performance and power-related measurements in its measurement overview.

Change settings one at a time

First capture a baseline with your usual settings. Then change one option and repeat the same scene under the same conditions. For example, compare High and Medium shadows while leaving resolution, upscaling, and every other setting unchanged. This makes the setting’s contribution easier to identify than changing several options together.

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Useful candidates include:

  • Output resolution and render scale
  • Texture quality
  • Shadows and ambient occlusion
  • Anti-aliasing
  • Ray tracing, when the game offers it
  • Upscaling quality

Which setting matters most for performance or image quality depends on the game and hardware. Test the options that affect details you care about rather than assuming a universal order for lowering them.

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Keep upscaling and frame generation distinct

Treat upscaling and frame generation as separate variables. If you change either during a settings comparison, label it and hold the other factors constant where possible. A frame-generation output figure is not directly comparable to a native game-FPS result unless the difference is made clear.

Steam’s performance monitor support page describes a monitor that can break out generated DLSS/FSR frames and actual game FPS. Availability and reported data can differ across games and systems, so check what your particular monitor displays and record actual and generated frame rates separately when both are shown.

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Choose a measurement tool and control its overhead

Built-in benchmark or gameplay capture

Use a built-in benchmark when it represents the gameplay you care about. Otherwise, capture a repeatable route with one tool. Keep the tool and its settings consistent between runs; overlays and monitoring software can affect recorded results.

NVIDIA FrameView

NVIDIA describes FrameView as measuring frame rates, frame times, power, and performance per watt across a wide range of graphics cards. Its overlay and logs use PresentMon analytics. The product page links release notes; check current version notes for specific support details. The FrameView 1.4 guide says the overlay disappears during capture to reduce overhead. NVIDIA also cautions that performance-monitoring applications affect results, so avoid unnecessary capture overlays and keep the measurement setup consistent.

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Steam performance monitor

Steam documents an in-game performance monitor and its distinction between generated-frame output and actual game FPS on its support page. Consult that page for current controls and requirements rather than assuming identical feature availability or data across every game and system.

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AMD Radeon Game Advisor

AMD’s Game Advisor documentation describes monitoring gameplay, producing reports and frame-time graphs, and suggesting graphics changes. AMD states, “The recommendations are based on creating a balance between performance and image quality in the game.” The support article describes a feature introduced with Radeon Software 18.12.2 and lists operating-system, API, GPU-family, and fullscreen limitations. Because this is version-specific documentation, confirm current availability and compatibility before relying on it.

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Account for caps and synchronization

V-Sync and a frame cap can limit the FPS shown, so a capped run may not reveal the hardware’s uncapped performance potential. NVIDIA’s FrameView 1.4 guide explains that V-Sync synchronizes frame rate with monitor refresh; disabling it can expose uncapped performance but may introduce tearing. Choose the policy based on the question you are answering:

  • To compare hardware performance: use the same uncapped, V-Sync-off conditions for each run, if that is appropriate for your test.
  • To tune your actual play experience: use the V-Sync and cap settings you intend to play with, and interpret results within those limits.

Do not compare a capped run with an uncapped run as though only the graphics setting changed.

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Use this repeatable workflow

  1. Choose a representative scene. Prefer a built-in benchmark or a repeatable save and route. Keep the camera movement and scene consistent.
  2. Stabilize the run. Let loading and shader compilation settle where possible, then use the same capture conditions each time.
  3. Write down the baseline. Record game and driver versions, resolution, preset, test setting, upscaling and frame-generation states, V-Sync, cap, and measurement tool.
  4. Capture the baseline. Use one tool and avoid unnecessary monitoring overlays.
  5. Change one setting. Keep all other settings and conditions fixed.
  6. Repeat the capture. If results are close or variable, run the comparison again and consider the typical result rather than the strongest run.
  7. Compare the evidence. Review average FPS, 1% lows or frame times, and the same scene’s visible image quality. Record latency separately if a supported measure is available.
  8. Keep the option that suits you. Retain higher quality if performance and consistency remain acceptable; adjust settings with the least visible value to you.

Decide when the balance is right

There is no source-supported FPS threshold that suits every player. Display refresh, game type, and personal sensitivity differ. Set a target based on your own play and display, then stop changing settings when the image quality you value is preserved and frame delivery meets that target. If an FPS gain comes with visible losses you dislike or worse consistency, it may not be a worthwhile trade.

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