FPS Calculator

How many FPS will my PC get in X game? Thousands of titles with their own performance profile.

FPS estimates: how they work and how to read them

We assign every processor and graphics card a gaming performance score built from averages of public benchmarks. Every game gets two demand values —how hard it pushes the GPU and the CPU— plus its engine FPS cap when one exists. For your combination we compute how many frames each component can deliver on its own at the chosen resolution: the lower of the two is your estimate.

That is why in many games at 1080p the number doesn't rise even with a stronger graphics card: the processor is limiting you. And why at 4K FPS drop a lot: there the GPU rules. Upscaling (DLSS, FSR or XeSS) only raises FPS when the graphics card is the bottleneck, because it renders at a lower internal resolution; if the CPU limits you, enabling it barely changes anything.

The quality preset and upscaling advice we show aim for a playable target (60 FPS or more) based on your GPU's headroom. Real performance varies with the area of the game, drivers, version and temperature: use the figure as a reference to compare, not as an exact promise.

The estimate starts from two numbers per game: how much GPU and how much CPU it demands relative to a reference. That reference is a specific machine — an RTX 3060 with a Core i5-12400F at 1080p on high settings — so a game rated 1.0 runs at the frame rate that reference delivers, and one rated 1.5 needs 50% more graphics power to match it. On top of that we apply your hardware factor, the cost of the resolution, upscaling if you enable it, and the engine's frame cap when there is one.

It matters where each profile comes from. The most popular games in the catalogue are hand-calibrated against published benchmark runs; the rest are estimated from release year, genre and the platforms they shipped on. That is a reasonable approximation — a 2024 open world demands far more than a 2015 platformer — but it is not the same as having measured that specific title. Each game page shows the resolution and settings the estimate assumes.

Upscaling deserves its own note. DLSS, FSR and XeSS render internally at a lower resolution and reconstruct the image, so the saving depends on the mode: roughly 25-35% in quality mode, 40-50% in balanced and over 60% in performance. That saving is GPU-side. If your limit is the CPU, enabling upscaling will not raise your frame rate, and that is exactly the case the tool warns you about when it marks a result as CPU-limited.

You will also see a warning when memory runs short. With 8 GB of RAM many current titles stream textures in fits and starts, and with 8 GB of VRAM at 4K with ultra textures the same thing happens inside the graphics card. Average frame rates can look acceptable while the experience is still poor, because the problem is the momentary stutter, not the average.

No model replaces measuring. The frame rates here exist to answer "will this be enough to play that?" and to compare two configurations against each other. If you need precision, run the game's built-in benchmark or capture frame times yourself; that will also show you the 1% lows, which is what really decides whether the game feels smooth.

Tips

Frequently asked questions

Where does each game's data come from?

From its published performance benchmarks. The most popular titles are hand-calibrated and the rest are estimated by release year and genre.

Why does the same PC give very different FPS across games?

Because each engine stresses the CPU and GPU differently. A competitive shooter runs easily; a recent open world with ray tracing is far heavier.

Does it include ray tracing?

Estimates are in rasterization (high quality without ray tracing). Ray tracing reduces FPS considerably; use DLSS/FSR to offset it.

Why isn't my game listed?

The catalogue covers the most played and recognisable titles. If one is missing, write to us from the contact page and we will add it. In the meantime, pick a game of similar age and genre: the estimate will be very close.

Are these frame rates at ultra settings?

No. The reference is high settings, which is what most people actually play at. Ultra typically costs another 15-25% of performance for a small visual difference.

Does it account for ray tracing?

Not as a separate option. Profiles reflect performance with the game's traditional lighting; turning ray tracing on can halve your frame rate or worse depending on the title.