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Editorial Team
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Editorial Team
Asked: June 9, 20262026-06-09T03:56:02+00:00 2026-06-09T03:56:02+00:00

When I was reading up on measuring Frames Per Second in OpenGL I came

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When I was reading up on measuring Frames Per Second in OpenGL I came across this:

How to measure true FPS performance of OpenGL ES?

What I got from it was that you can get the FPS but its not a true indication of performance, and that Frame Duration would be a better choice. Are their any other ways to measure rendering performances for OpenGL? And if so why are they better (or worse) than the last?

I’m not sure I understood why FPS is not a good indication for performance too.

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  1. Editorial Team
    Editorial Team
    2026-06-09T03:56:04+00:00Added an answer on June 9, 2026 at 3:56 am

    It’s not so much that it’s not a ‘true indication of performance’, it’s just that if you don’t know what you’re talking about it can be easily misleading.

    If you really want to target a certain FPS, then there’s nothing wrong with looking at it as a metric, but you just have to remember that it’s not a linear measure of performance.

    For example, if your FPS goes from 30 to 20, then that’s a pretty significant decrease in frame performance time (33 ms to 50 ms)

    However if your FPS goes from 2000 to 400, that’s a miniscule difference in real time (only 2ms difference).

    Using FPS is discouraged because then you get new developers worked up in a panic saying “my FPS decreased by 1600, what did I do wrong??”

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