FrameView can capture data from all major APIs and virtually all games thanks to support for DirectX 9, 10, 11 and 12, OpenGL, Vulkan, and Universal Windows Platform (UWP) applications.
It has a minimal, lightweight impact on performance while benchmarking, its integrated overlay enables you to view performance and stats during gameplay. It's vendor agnostic, too -enabling the collection of detailed, comparative data. One exception: AMD's GPU power consumption API reports a value in-between chip power and board power, rather than the true values.
In short, if you want to view or collect real-time GPU performance and power data in games, FrameView delivers more of it with a higher degree of accuracy than many other tools and methods, making it the go-to app for benchmarking.
Features
Reliable Performance and Power Data
Detailed metrics are presented in real-time with a configurable overlay, and reported to a log file for convenient analysis, leveraging PresentMon for analytics.
Extensive App and API Compatibility
Unlike other measurement options, FrameView works with a wide range of graphics cards, all major graphics APIs, and UWP (Universal Windows Platform) apps. Plus, it enables real-time power measurement through APIs, recording chip and board power* without the need for special physical equipment, while also capturing detailed performance information.
FrameView In-Depth
If you wish to know more about the metrics FrameView measures, and why they're important for your gaming experience, keep reading.
Performance Testing
All performance monitoring applications use system resources, affecting the recorded results. With our army of expert engineers we've been able to greatly reduce the cost of stat tracking and recording, giving you more accurate results.
Our configurable overlay shows several performance metrics:
- Rendered Frame rate: FrameView will measure and report timestamps at the beginning of the graphics pipeline. This metric indicates the smoothness of the animation delivered to the GPU
- Displayed Frame rate: FrameView will measure and report timestamps at the end of the graphics pipeline. This metric provides an indicator of what the user actually sees displayed on screen
- 90th, 95th and 99th Percentile Frame rates: Reviewers typically use 99th percentile calculations to determine whether a game's minimum frame rate or frame time is close to its average.
- If the 99th percentile frame rates are close to the average, the game is smooth and consistent. If they're not, the game's frame rate is likely inconsistent, resulting in micro-stutter during gameplay, negatively affecting your experience
- Rendering Present Latency: Rendering Present latency is the time from when present was called on the render thread to when the present was actually completed by the GPU. This measurement includes the driver's latency, how long the command sat in the queue waiting for the GPU to render, and the actual GPU render time. Rendering latency can help determine how responsive a game can feel to an end user.
Pressing the benchmark hotkey assigned in the settings begins data capture for the predefined number of seconds, saving these and other stats to file. To maximize performance, the overlay is hidden while the benchmark is conducted.
What's New
- FSR 3 Frame Generation is now supported with all metrics, including PC Latency and FPS.
- Introducing the "Scanout Color Bar", a feature that makes it easy to detect runt frames, frames that appear for an infinitesimal amount of time and artificially increase the FPS counter without actively contributing to smoothness. Simply toggle the feature on, and a color bar will appear on the left side of the screen, which changes color with each new displayed frame. Using a capture card (recommended) or high speed camera with V-Sync Off / G-SYNC Off, you can visually see when these runt frames appear for only an infinitesimal amount of time, providing no visual benefit to the gamer.
- Note: Scanout Color Bar has some performance overhead, and as a result can negatively impact performance. We recommend turning it off during benchmarks.
- Introducing the "10% High FPS" metric in the benchmarked summary and summary files. 10% High averages the top 10% fastest frametimes, converted to FPS. 10% High FPS can be a fast way to determine if the gamer is seeing runt frames as runt frames will express as a very high 10% High FPS relative to their average (ex: 1000 FPS)
To help protect our users, we would like to share information around an issue we've discovered:
- If the user changes certain game settings during an active benchmark (example: turning "frame generation" from "on" to "off"), it can cause FrameView to record a unique benchmark session at the time the setting was adjusted. For users, this means a single benchmark can result in two entries in the locally stored summary file, and the end of the benchmark summary in the overlay will exclusively reflect the game's behavior after the setting change. Our recommendation is to always adjust settings before running a benchmark.