To compare how a game runs on different PCs, test the same game build, scene, resolution, graphics settings, and capture method on each system. Compare average FPS alongside a clearly defined low-percentile metric and frame-time behavior, then repeat runs to check whether the differences hold up.
What makes a fair comparison?
A benchmark is only useful when both PCs do the same work. Keep the game version, graphics API, resolution, preset, test scene, and optional features such as ray tracing, upscaling, and frame generation consistent. Record them so another person can understand what the numbers describe.
Also note each PC’s key hardware, graphics driver, operating system, and relevant clocks or temperatures. Close unrelated workloads and use comparable system settings. Configuration differences can distort a comparison: CapFrameX documented a historical correction after Windows Game Mode had not been enabled on one system. That example is a reminder to check settings, not evidence that Game Mode always changes results by a particular amount. CapFrameX’s correction note
Choose a test scene that answers your question
Built-in benchmark
Start with a game’s built-in benchmark when it is available and relevant. It is usually convenient to repeat with the same sequence on each PC. But a built-in test may not resemble the demanding moments you care about in actual play.
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Fixed gameplay route
If the built-in test is a poor stand-in for play, define a route or scene that can be repeated on every PC. Keep the camera, route, duration, and gameplay conditions as consistent as possible. UL’s estimation methodology uses a built-in benchmark or an easy-to-repeat live scenario lasting at least three minutes. That is UL’s method, not a universal requirement. Its published process tests at 1080p and 1440p with the highest visual settings and disables ray tracing to keep comparisons consistent across hardware tiers; those choices are appropriate to that particular process, not a mandate for every test. UL’s 3DMark gaming-performance estimation methodology
Scene choice can substantially affect the outcome. In a 2021 Ghost Recon Breakpoint example at 1080p/high settings, CapFrameX reported that the built-in benchmark produced 40% higher average FPS than its custom scene. That result applies to that game and configuration only; it is not a correction factor for other games. CapFrameX’s view is that built-in tests can be optimistic and that choosing a representative custom scene takes experience and time. CapFrameX’s “Worst Case method” article
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Capture repeatable runs
- Choose the workload. Write down the game build, graphics API, resolution, settings, scene, and any ray-tracing, upscaling, or frame-generation options.
- Prepare both PCs. Match relevant game and operating-system settings, note driver versions, close unrelated workloads, and record hardware details that may help explain a result.
- Use one capture tool and interval. CapFrameX captures FPS, frame times, percentiles, and sensor information, and can compare recorded runs. CapFrameX project page NVIDIA FrameView logs FPS and low-percentile performance; it can also report PC latency in supported cases. NVIDIA FrameView
- Repeat the test. Run the same scene more than once on each PC, then compare the results and inspect outliers. There is no universally established run count for every game and system, so disclose how many runs you performed rather than implying a formal standard.
- Keep the complete settings with the results. Report the capture tool, run count, scene, game and system details, and the metrics you compare. This makes the numbers interpretable and the test easier to reproduce.
Compare throughput, consistency, and pacing
Average FPS: throughput
Average FPS is a useful summary of how many frames the system rendered over the measured interval. It does not show whether delivery was smooth throughout that interval, so do not use it as the only comparison.
Low-percentile FPS: consistency
Pair the average with a named low-percentile measure. NVIDIA FrameView defines 1% low as the average of the slowest 1% of frames; under that definition, a 1% low closer to the average indicates more consistent performance. State which tool and definition produced your figure, since metrics and labels can differ between tools. NVIDIA FrameView metrics guide
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Be especially cautious with very low percentiles. CapFrameX warns that a 0.1% low based on only two or three frames can swing because of a random spike, making it a weak basis for hardware conclusions. Check whether apparent low points recur across runs instead of treating a tiny sample as definitive. CapFrameX on 0.1% percentile FPS
Frame-time trace: pacing
A frame-time graph shows how long individual frames take to render. Inspect it for spikes or uneven delivery that a single average can conceal. A PC with a higher average may still show less consistent pacing in parts of the test, so use the trace to understand how the run unfolded.
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Latency: only compare like with like
If you report latency, name the metric and its measurement boundary. NVIDIA FrameView’s PC Latency metric covers PC/GPU processing and excludes mouse and display latency; it is not a complete measure of the time from a physical input to a visible response. NVIDIA FrameView guide
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Use synthetic scores as supporting evidence
A synthetic benchmark can add a repeatable system-level comparison, but a game-specific test is the more direct evidence for how a particular game and scene run. UL models correlations between 3DMark results and selected game frame rates, with results tied to specific benchmark tests, game versions, resolutions, and settings. Its illustrative Fortnite model associates a 3DMark Time Spy Graphics score of 4,000 with about 50 FPS at 1440p/highest, 6,000 with about 70 FPS, and 12,000 with about 140 FPS. These are model points from UL’s documented correlation, not guarantees for arbitrary PCs or current game configurations. UL’s documented correlation
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Use a 3DMark score to add context, not to claim a specific result in a game without testing that game. 3DMark
Present the results so readers can judge them
A clear comparison should include the workload and enough system detail to interpret the outcome. A concise results table can use these fields:
- Game, build, graphics API, scene, resolution, preset, and optional graphics technologies.
- PC hardware, driver version, operating-system settings, and relevant clock or thermal context.
- Capture tool, capture interval, and number of runs.
- Average FPS, the named low-percentile measure, and observations from the frame-time trace.
- Latency only when available, with the metric’s measurement boundary stated.
When results differ, first check for mismatched settings, scenes, versions, or background conditions. Then compare repeated runs and frame-time traces to see whether the difference is consistent or driven by isolated spikes. Avoid attributing a gap to one component unless the measured evidence supports that explanation.
Quick Recap
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