#FrameTime
added a grounder and smoothing is now frametime-based
September 1, 2026 at 10:27 PM
I remember saying as much when I started Xenoblade 1 but it being okay because that games runs at a 100% consistent fps, frametime and at 1080p. Loading up Xeno2 felt...bleugh
they really did save the xenoblade patches for the second you beat 1
September 10, 2025 at 3:34 PM
what is the frametime impact of the extra wokeness
November 4, 2024 at 2:07 AM
Also added a little frametime graph at the top-left for my stats view because it's frickin sick dude #gamedev #indiedev
January 24, 2025 at 7:15 AM
Nothing quite like fixing a tiny issue and getting 40% of your frametime back
May 19, 2026 at 10:15 AM
i am losing my mind trying to figure out why vtube studio is running at 58FPS and has consistent frametime stutters
December 12, 2024 at 7:00 AM
Wowie look at that frametime graph that's no good(screen recording artifact)
November 3, 2025 at 10:47 PM
Sometimes, when I set up worst-case scenarios during profiling, I feel sorry for Unreal. This frametime graph looks like a murder scene🔪🩸
May 25, 2026 at 7:09 PM
peguei essa conquista no Borderlands 4 e... tudo me lembra ELE... (bloodborne remaster com frametime minimamente decente)
September 16, 2025 at 2:48 AM
The text version of "Profiling with Pirates" is up! Check it out if you really don't want to see @mattoztalay.bsky.social and me in pirate costumes singing a shanty. Or if you just prefer text/images over hour-long videos, like me 😄 #uetips

dev.epicgames.com/community/le...
Profiling with Pirates: Performance Plundered from a Real Game | Tutorial
Ahoy, performance hunters! How does Epic Games’ Technical Developer Relations crew hunt down frametime treasures? Climb aboard as Ari and Matt crack op...
dev.epicgames.com
September 25, 2026 at 10:49 AM
OVR Dynamic Resolution has just been released on Steam and is available for free. I highly recommend it to anyone looking to have dynamic control over the maximum resolution on their VR headset while maintaining their target FPS.
store.steampowered.com/app/3243840/...
OVR Dynamic Resolution on Steam
OVR Dynamic Resolution is a lightweight OpenVR app that dynamically adjusts your HMD's resolution depending on your GPU frametime, CPU frametime and VRAM in order to maintain your target FPS and/or ma...
store.steampowered.com
October 17, 2024 at 8:18 AM
Bit burned out after realising that performance in Studio worsens the longer you have it open, meaning that microprofiling the performance of scripts go out of the window unless you're on a clean instance.

We're talking a 2.5x slowdown in frametime with the code I'm trying to evaluate. silly...
January 9, 2025 at 4:46 PM
People always get very mad at me when I say they have no place in tech discussion if they can't see obvious stutter and frametime issues like this while saying "it runs fine".
This is especially annoying with console games where we all have the same hardware.
January 27, 2025 at 1:53 PM
After thorough testing, I'm sold on this program. This allows me to disable AA to save GPU headroom, thus letting me boost my max resolution. Running at 500% res with no issues and of course it auto adjusts based on percentage of target frametimes and VRAM availability.

github.com/Erimelowo/Op...
GitHub - Erimelowo/OpenVR-Dynamic-Resolution: OpenVR app that dynamically adjusts the HMD resolution to the GPU frametime.
OpenVR app that dynamically adjusts the HMD resolution to the GPU frametime. - Erimelowo/OpenVR-Dynamic-Resolution
github.com
September 18, 2024 at 11:17 PM
My game engine’s CPU frametime is 0.6ms, I’m so happy 😭💖

This is the first time I’m running a benchmark, and the baseline to compare against was 6.8ms, so all in all this is great! ✨
August 7, 2025 at 3:25 PM
0ms frametime performance improvement but it looks shittier which means "more gpu going to your game"

its all bullshit because running games in fullscreen (or borderless with no overlays on modern OSes) the Windows desktop window manager is doing absolutely nothing its just straight game to screen
January 27, 2025 at 12:31 AM
fpsVR added a feature that records statistics on CPU and GPU frametimes which is pretty cool

You can really see how GPU bottlenecked I am lol
January 10, 2024 at 3:36 PM
gamedev question: I often see the advice to do stuff like

player.x += player.dx * frameTime

to handle variable FPS, but won't that allow the player to clip through walls during a spike of really bad frame rate? how do games handle this in practice?
November 16, 2025 at 3:20 PM
been watching zwormz gaming's benchmarks and it seems like some ue5 implementations of fsr-fg are broken, like the frametime graph looks thicc like first fsr3 implementations from forespoken and immortals of aveum
January 25, 2025 at 1:39 AM
What am i missing out on, Mr Discord, wild frametime spikes and input lag? No thanks I get that for free playing UE5 games
May 11, 2025 at 3:38 AM
The global illumination in this game (Indiana Jones and the Great Circle) is just awesome. That's what raytracing was always meant to be for in video games. It's a technical marvel this is even possible in realtime. Look at the framerate! The frametime!
December 2, 2025 at 1:52 AM
i've come to the realization that ingame fps limiters are utter trash and global fps limiting software is borderline black magic that without fail turns your frametime graph into a flat line
April 18, 2026 at 1:02 AM
Obviously, our work is cut in front of us, to fix 100 layers of the "weak links onion" of many system and hardware stutters/blurs. It's why 500Hz OLEDs currently outperform 1000 Hz LCD.

Blur Busters Law dictates:
- Motion blur = pulsetime for strobing
- Motion blur = frametime for sample & hold
February 13, 2026 at 7:17 PM
One of the last bugs Sarah fixed in PCem 200% has to do with the MDK2 benchmarking ritual.

Same settings, K6/2 233/ Voodoo3. Fun lack of green frametime bar though,as the cpu emulation is still the heaviest part.
March 29, 2025 at 4:46 AM
cannot get frametime of a single asset
October 26, 2024 at 2:06 AM