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Devast73's avatar
4 years ago
Solved

In game FPS display stats meaning

Does anyone know how to interpret the stats when using Perf.Overlay.drawFps 1 and PerfOverlay.FpsDisplayFormat 1 such as in the picture below?

  • I believe that:

    • CPU = the number milliseconds between each draw request to the GPU
    • Sim  = IDK (turns out it's a measure of input latency, from what I can see online)
    • GPU0 = the number of MS between potential GPU frames
    • MP/s = megapixels per second

    On that image, your CPU is the limiting  factor, as it is requesting fewer frames than the  GPU can actually draw. I might be totally wrong about CPU though. 

2 Replies

  • I believe that:

    • CPU = the number milliseconds between each draw request to the GPU
    • Sim  = IDK (turns out it's a measure of input latency, from what I can see online)
    • GPU0 = the number of MS between potential GPU frames
    • MP/s = megapixels per second

    On that image, your CPU is the limiting  factor, as it is requesting fewer frames than the  GPU can actually draw. I might be totally wrong about CPU though. 

  • CPU_UK's avatar
    CPU_UK
    Seasoned Ace
    4 years ago

    Every frame has 2x parts. First the CPU draws a wire mesh of everyone and everything (it calculates the relationship between objects), then it passes it to the GPU for rendering (detail & colour & resolution). The result is then displayed on the monitor. In this case, the CPU is slower than the GPU per frame of rendered data. In very broad terms, the FPS is limited by the CPU and resolution by the GPU. 'perfoverlay.drawfps 1' gives you both FPS/ms.

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