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unless you see stuttering its normal. MSI or other tools round up or you would see 59,94FPS for example.
Software isn't perfect, hardware isn't perfect, your setup isn't perfect. And you can't micromanage the hardware or configuration enough to get the results you seem to be angling for. So a better solution would be a configuration that's more permissive of performance variations. And again, GSync would help that along I think.
Best advice I can give you is to stop watching numbers when you’re playing games, if performance isn’t right you’ll be able to tell without a little clock in the corner of the screen.
and as tech person here just like the other helper here, other things can make same look alike with stuttering even network can do this.
point is so many try spilt up the look alike with diffrent explannations, and in the end its same thing game dont run as it should.
and i think you have one of them things ( point is if single player game lag ( aka skyrim or SE ) then it cant be a network issue sense its a none online game.
other know issue learn from WoW make a 360 jump to see if this is pc can handle it, even skyrim can have issue with that, as i said you need to be a expert and have learn such.
most game engine is not build for such fast graphic change. ( its more a checking do it dump mem on disk and that why you lag ) so its not a valid test more a what if this is the bottleneck )
dont expert other tech person to agree with me, but whatever we say only your know then it stop doing it , and as you said even on lowest resolution it do it so Graphic cant be the only problem here.
do try older GPU driver just incase. ( that is more a test , then we try to tell you use old driver only see it what if GPU brand made a bug with newest driver. )
again we are over in a what if this and that case.
ps.
we are not support here, this is a user forum.
60FPS is a guideline. You should aim towards it. NOT rigidly ensure it is EXACTLY on it at all times. That is impossible.
All you need to do is this - make sure you choose a framerate that is divisible cleanly by your monitor's refresh rate and forget about it unless you SERIOUSLY have horrible tearing issues or other problems.
If it works leave it be. You won't fix things how you think by faffing around with theoretical numbers.
Your mains voltage wanders at all times, as does the load on your PC. You'd have more success herding cats.
I am not so worried about the numbers in the OSD relating to the fps, but rather I am taken out of a game after having a perfect 60 FPS and then turning the camera with a controller and noticing the stutter when the frame pacing/fps changes. There are so many variables that affect this as you guys mention that it’s not something that can be fixed from my side. Some games are optimized more better than others so it’s something I just have to live with when it happens. Mouse and keyboard makes the stuttering less noticeable
As Snakub mentioned a G-sync monitor will solve this issue and I am in the process of getting one to ensure everything remains buttery smooth.
Thanks again
So yeah glad you got the hang of what we're saying.
And Snakub's answer sounds the best result.
There are many things that are considered frames in games.
Even the animation frames of each entity, though FPS usually is about world rendering (and the ability of the player to move through it)
Even a cloud has multiple frames, if it isn't in the skybox. Every layer on an image is basically a frame that can have different settings to it.
higher FPS (world rendering) means a smoother experience, but you will be able to notice even if this goes beyond your monitors refresh rate.
Refresh rate is how fast your monitor turns on and off to display stuff on your screen. FPS can be different per on game object, Refresh rate is about the entire monitor.
Refresh Rate is static and depends on the controller in the monitor and on the OS's internal settings.
FPS depends on the game.
Fixing FPS (world rendering) allows the GPU to process other things more quickly (should it get too busy basically) this is why consoles such as the PS4, often have their games fixed at a certain FPS rate.
(because they don't have a lot of power basically)
The point is, you'll likely notice a difference between 30 and 60, as well as 60 and 120 FPS despite your refreshrate.
Edit: just to name an odd example. In RPG Maker MV and MZ, FPS is also 'time'.
so if you throw more FPS into games made in this engine, then you'll notice the whole game running faster, and the internal clock going crazy fast.
It is recommended to keep it limited in this case. xd (usually its not needed though)
So here a frame yes, also means a frame of events.
What I mean here is that you don't really know what falls under the group of world rendering in the end; if it has frames, its probably handled along side other things handled in the group that decides fps.
Edit 2:I should mention what actually happens when you limit fps to a number. Then, the buffer simply gets used more often. Saved frames are repeated during processing basically, lowering FPS (because info is read from the buffer / memory), and skipping newer frames of information till a timed mark, where new information is read basically and send to the monitor for rendering on the display.
Also what’s unfortunate about shader cache stutter is that it’s tied to drivers so if you update, the cache is wiped and starts all over again. This often makes the first playthrough the worst as everytime a new shader appears there is usually stutter while it caches it. Not to mention benchmarks for new drivers can often be a pain as ya have to run through a good number of times to eliminate the shader stutter that can occur if the dev doesn’t precompile them.
I've been having the same issue for years with fps dropping to 59 along with a beautiful stutter. I've tried gsync myself but for some reason or another I was not convinced that the issue was fixed. Ended up sending the monitor back. But maybe I missed something...