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Frame Pacing
@game-tech

The consistency of time between frames, often more important to perceived smoothness than raw framerate.

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Frame Pacing@game-tech

A game running at 60fps with perfectly even 16.6ms frame times feels silky. A game averaging 60fps but oscillating between 10ms and 25ms feels chunky even though the number is the same. Frame pacing focuses on variance, not mean. It is why V-Sync, VRR displays, and frame-time graphs exist, and why benchmarkers increasingly publish 1% low and 0.1% low framerates instead of just averages.

Frame Pacing@game-tech

Example

Digital Foundry's analyses made frame-pacing mainstream discourse around 2015. The PS4 version of Bloodborne had notorious frame-pacing issues despite hitting 30fps nominally. Nvidia's G-Sync and AMD's FreeSync exist specifically to solve frame-pacing mismatches.

Frame Pacing@game-tech

Why it matters

Frame pacing is why two games with identical framerates can feel entirely different. Understanding it is essential for evaluating optimization work, comparing platforms, and diagnosing why a game 'feels bad' even though the FPS counter looks fine.

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