#FrameTime
Wowie look at that frametime graph that's no good(screen recording artifact)
November 3, 2025 at 10:47 PM
The line count is high, as expected for a vendoring PR. Really thorough review: love to see the beautiful histograms from a *reviewer*. Code is good, and the initial improvements are nice.

Approving and pinging maintainers for a "speak now or forever hold your peace'.
October 6, 2025 at 7:06 PM
According to the profiler, when they are not ticking and not rendering, they have ZERO cost to the frametime. Which means I did it right yay lmao. I can have hundreds of NPCS all scattered on different islands, and things will stay performant!
October 1, 2025 at 8:00 AM
peguei essa conquista no Borderlands 4 e... tudo me lembra ELE... (bloodborne remaster com frametime minimamente decente)
September 16, 2025 at 2:48 AM
Steam giving me access to a frametime graph was a mistake
December 27, 2024 at 10:19 PM
not allow you to co-issue to the CUDA Cores and Tensor Cores. This is why they mention frametime cost in the DLSS documentation. Think logically, If this was truly different, why would Nvidia have Turing and Ampere GPUs in the same chart...
June 26, 2025 at 1:36 AM
Only added the framerate/frametime thingy because I had extreme slowdown when using the capsule spawner suddenly, which turned out to have come from an oversight after rewriting actor rendering...
August 30, 2025 at 10:36 AM
@digitalfoundry.bsky.social Do you guys use off the shelf software for your framerate/frametime overlays or is that a custom job?

Often in dev I wish I could replicate it, as running extra profiling to get the data isn't always possible
September 15, 2025 at 10:47 PM
2nd is RDNA3's better handling of divergence. This is not coherence sorting, but just better initial scheduling, plus they have a dedicated LDS instruction to handle stack management. On RDNA3, these lead to 20-33% reduction in frametime cost for just the Ray Tracing step...
December 18, 2024 at 7:56 PM
Found a way to play Monster Hunter Wilds with smoothish framerate/frametime, you just have to play at 1080p with quality DLSS upscaling AND framegen on lmao. On a 4090.
February 28, 2025 at 9:48 PM
I'll be putting the MonHun performance thing on Steam. Plan to show the change in fps and frametime stability
March 6, 2025 at 10:51 PM
May 25, 2025 at 6:09 PM
Also, I was not aware NVIDIA’s RTX framegen smooths out frametime spikes, and once again, NVIDIA is designing hardware to work around Epic's problems. Even if NVIDIA is not primarily doing framegen to make up for UE5's issues, you cannot tell me it's not a real consideration.
id has a fraction of the developers as Epic and it's frankly embarrassing how bad Unreal Engine is with the frame stutter and spike.
Doom: The Dark Ages Shows Why Microstutter Mega-Matters
YouTube video by PCWorld
youtu.be
May 16, 2025 at 2:24 AM
...it's good to have started that process early enough to be able to hopefully tweak stuff more towards pretty again as we identify major frametime bugbears across the project
September 12, 2025 at 6:23 PM
Pior que não lembro qual foi o jogo, mas teve algum que em tela cheia o frametime não ficava bom. Tive que usar esse mesmo programa pra rodar em janela-telacheia.
August 30, 2024 at 12:42 PM
This is already done on Steam for Linux (because apparently Mesa can capture the shader IR, so we can precomp even shaders that appear only at runtime) and it's a huge boost for frametime stability.
March 17, 2025 at 1:43 AM
Will have one or two tooled by the developer performance modes, so they will likely be following the guidelines from the dlss programming guide, where they first acheive the targeted native input resolution and frametime, before using dlss to increase resolution.
April 20, 2025 at 5:22 AM
cycles to the Tensor Cores on the Switch at 60fps(or 8ms of frametime).
June 26, 2025 at 1:53 AM
De lanzamiento, el port de Forza Motorsport en PC es una chusta. Con hardware muy cercanas a las specs recomendadas, rascadas constantes, horrible frametime y tanqueada total de framerate tras usar el modo foto.

Microsoft, esto es una vergüenza.
October 10, 2023 at 10:25 AM
I mean fair enough. I have to assume its bad optimization but hard to ignore the insurmountable anecdotal evidence that supports UE5 is just a stuttery mess. I cant think of a single UE5 game ive played without frametime issues
January 25, 2025 at 1:52 PM
@dachsjaeger.bsky.social have you observed any new stuttering issues on FF7 Rebirth on the 50 series cards? I just upgraded from a 4080 to a 5080, and even the main menu of FF7 Rebirth now has frametime spikes. What might cause this?
March 21, 2025 at 2:43 AM
Uso de GPU bajó de 100% a 70%
El procesador no está muriendo con frametime

All good for now
November 1, 2024 at 7:21 PM
Okay, I definitely LOVE doing UI on my ECS 🤩
November 13, 2024 at 4:54 PM
É que meu setup é full am4, só que eu to usando memórias de latências diferentes e tudo mais e acho que isso pode estar afetando um pouco do meu Frametime em jogos, aí queria uma memória ddr4 parruda pra substituir as minhas e queria de preferência a melhor latência possível.
September 3, 2024 at 12:03 AM