Metodoloji

Last updated: July 15, 2026

This page explains how the FPS calculator turns selected hardware and settings into an estimated performance scenario, and where the method has limits.

1. Inputs used by the model

The calculation begins with the selected processor, graphics card, game, resolution, graphics preset, memory amount, and optional features shown in the interface. Only the choices entered in the calculator are used. The website does not perform a hidden system scan or a live benchmark.

2. Relative hardware values

Each listed CPU and GPU is assigned internal relative performance values. These values are used to compare components within the model. They are not official manufacturer scores and should not be read as universal benchmark rankings. Performance can vary by workload, power limit, cooling, memory, and device design.

3. Game-demand profiles

Games are grouped through internal demand profiles that represent the approximate pressure placed on the CPU and GPU. A game profile is a simplified model, not a copy of the game engine. Updates, new rendering modes, expansions, anti-cheat changes, and driver improvements can alter real performance after a profile was prepared.

4. Resolution and quality scaling

The model applies scaling for the selected output resolution and quality preset. Higher pixel counts usually increase GPU work, while some settings increase CPU work, memory use, or both. Scaling is not perfectly linear because engines, scenes, and hardware architectures behave differently.

5. CPU and GPU interaction

The estimate considers the likely limiting side of the selected scenario. At lower resolutions or very high frame-rate targets, CPU limits may become more visible. At higher resolutions and demanding effects, the GPU often carries more of the load. A limiting-component label describes the modeled scenario and is not proof of a permanent hardware bottleneck.

6. Range rather than a guarantee

Where the interface presents a central estimate or range, it should be read as a planning value. Average FPS does not fully describe smoothness. Frame times, one-percent lows, shader compilation, asset streaming, background tasks, and thermal throttling can produce a different experience even when the average appears similar.

7. Validation and review

Profiles are reviewed against public specifications, official requirements where available, broad hardware relationships, and credible independent benchmark patterns. No single benchmark is treated as a universal truth. Conflicting results are expected when test scenes, patches, settings, and systems differ.

8. Best way to use the result

Compare several nearby scenarios instead of relying on one number. Try the actual monitor resolution, more than one preset, and realistic upscaling choices. After installing a game, verify the result with an in-game benchmark or a repeatable gameplay scene while monitoring temperatures, clocks, memory use, frame rate, and frame time.