To compare gaming performance across PCs, run the same game build, scene, resolution, graphics settings, and capture method on each system. Compare average FPS alongside a defined low-percentile metric and frame-time behavior, then disclose the settings and run count so the result can be reproduced. A synthetic benchmark can add context, but it cannot substitute for testing the game you care about.
Set up a fair comparison
Decide what question the test should answer: which PC delivers more frames in a particular game, or which provides steadier frame delivery in a demanding scene? A valid comparison needs the workload to be as alike as possible on both systems.
- Use the same game version and graphics API.
- Match resolution, preset, and individual graphics settings.
- Keep ray tracing, upscaling, and frame generation choices identical; state whether each is enabled.
- Use the same benchmark sequence or a carefully defined gameplay route.
- Record each PC’s key hardware, driver versions, operating-system settings, and relevant clock or temperature conditions.
UL Benchmarks’ own game-performance estimation method tests at 1080p and 1440p with the highest visual settings, disables ray tracing to maintain consistency across hardware tiers, and uses either a built-in benchmark or a repeatable live scenario lasting at least three minutes. That describes UL’s methodology, not a universal standard. UL Benchmarks’ methodology and game-performance estimates also distinguish benchmark tests and game versions, so a result should always identify the game and settings it represents.
Choose a repeatable scene that represents play
Built-in benchmark
A game’s built-in benchmark is usually the simplest option to repeat: it runs a defined sequence without relying on a player to reproduce every movement. It is useful when the sequence resembles the gameplay conditions you want to compare.
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Fixed gameplay route
If the built-in sequence is unusually light, unusually demanding, or unlike normal play, choose a fixed route or scene instead. Keep the camera, route, duration, and gameplay conditions consistent across PCs. A live scene can better represent a demanding real-world segment, but it takes care to reproduce accurately.
These choices can produce meaningfully different results. In a 2021 example, CapFrameX found that Ghost Recon Breakpoint’s built-in test delivered 40% higher average FPS than its custom scene at 1080p with high settings. That figure applies to that game and configuration only; it is not a correction factor for other games. CapFrameX also cautions that built-in benchmarks can be optimistic, while selecting a suitable custom scene takes experience and time. CapFrameX’s “Worst Case method” discussion explains the example.
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Prepare each PC and capture runs consistently
- Match the software and settings. Install the same game build and apply the same OS and in-game settings. Record graphics-driver versions and close unrelated workloads that could affect performance.
- Let the system settle. Avoid comparing a cold, freshly started run on one PC with a system already under sustained load on another. Note relevant clocks and temperatures when they help explain differences.
- Choose one capture tool and interval. Use the same tool and capture duration on each PC. CapFrameX can capture FPS, frame times, percentiles, and sensor information, and compare saved records. Its project page describes it as a Windows analysis tool based on Intel PresentMon. CapFrameX project page
- Repeat the test. Run the same scene more than once and report how many captures you made. There is no universally established repeat count in the cited guidance; consistency and transparent reporting matter more than implying a formal standard.
- Inspect anomalies. Check whether frame-time spikes and low-percentile dips recur. A single unusual event can distort a result, especially when a very low percentile represents only a few frames.
CapFrameX warns that a 0.1% low based on only two or three frames can change substantially because of a random spike, making it unreliable for drawing hardware conclusions. Treat tiny samples cautiously rather than assuming more decimal places mean more certainty. CapFrameX’s discussion of frame times and stuttering covers this issue.
Compare more than average FPS
| Measure | What it tells you | What to report |
|---|---|---|
| Average FPS | Overall frame throughput across the capture. | Value plus game, scene, resolution, and settings. |
| Low-percentile FPS | How performance behaves among slower frames, giving a view of consistency that an average can hide. | Name the exact metric, such as 1% low, and disclose the run count. |
| Frame-time trace | How long individual frames take; spikes can expose uneven pacing or stutters hidden by a single FPS number. | Include or inspect the trace and note whether spikes recur across runs. |
| PC latency, when supported | A bounded measure of processing delay, not total input-to-display delay. | Identify the tool and measurement boundary. |
NVIDIA FrameView 1.4 defines 1% low as the average of the slowest one percent of frames and says a 1% low closer to average FPS indicates greater consistency. Its guide identifies average FPS, 1% low, and average PC latency as key metrics. FrameView’s PC Latency metric covers PC/GPU processing and excludes mouse and display latency, so it should not be presented as complete end-to-end input lag. NVIDIA’s FrameView guide
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Keep the result interpretable
Configuration mismatches can contaminate a comparison. CapFrameX documented a historical correction after Windows Game Mode had not been enabled on one system, illustrating why OS settings belong in the test notes. CapFrameX’s benchmark update
A useful report includes the game build, scene, resolution, settings, API, optional graphics features, capture tool, run count, and the key PC and software details. State whether results are from a built-in benchmark or a custom route. If one PC has a higher average but less favorable lows or more recurring frame-time spikes, report that distinction rather than declaring a winner from the average alone.
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Use synthetic benchmarks as supporting evidence
A synthetic test such as 3DMark can offer a repeatable system-level comparison, but a score is not a guarantee of performance in a chosen game or scene. UL publishes modeled correlations between 3DMark scores and selected game frame rates, tied to particular game versions, resolutions, and settings. For example, its documented Fortnite estimates associate Time Spy Graphics scores of 4,000, 6,000, and 12,000 with about 50, 70, and 140 FPS respectively at 1440p/highest. These are illustrative model points, not promises for arbitrary hardware or configurations. Use game-specific captures as the basis for claims about a particular game. UL Benchmarks’ explanation of 3DMark game-performance estimates
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